Exploring the potential of digital games: a review on the use of exergames in education

Detalhes bibliográficos
Autor(a) principal: Ferreira, Adilson Rocha
Data de Publicação: 2017
Outros Autores: Francisco, Deise Juliana
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Ibero-Americana de Estudos em Educação (Online)
Texto Completo: https://periodicos.fclar.unesp.br/iberoamericana/article/view/10288
Resumo: The objective of this work is to map the academic production on the use of exergames in education between the years of 2010 and 2015. Initially, searches were done in the CAPES/MEC Periodicals and in the Virtual Health Library. However, we did not succeed with the searches, where no papers were found in the area. After that, a search was made in the Periodicals Qualis of the Sucupira Platform by periodicals that deal specifically with the theme of the digital games and their relations with several areas of knowledge. With this, we performed a "garimpagem", during the months of July and August of 2015, in the following online newspapers: International Journal of Computer Games Technology, G | A | M | E - Games as Arts, Media, Entertainment and Games for Health Journal. Five primary studies were analyzed and the results of these studies indicate that the implementation and the practice of exergames allows the increase of the level of physical activity, reaching moderate and vigorous levels, being beneficial to the health, both from the physical and cognitive point of view. However, is needed more research, involving different experimental designs with longer duration of interventions and with the participation of people of different education levels, in order to consolidate the findings, since there are few studies and the results are still preliminary.
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spelling Exploring the potential of digital games: a review on the use of exergames in educationExplorando el potencial de los juegos digitales: una revisión sobre el uso de exergames en la educaciónExplorando o potencial dos jogos digitais: uma revisão sobre a utilização dos exergames na educaçãoVideogame. Kinect. Teaching and learning.Video juego. Kinect. La enseñanza y el aprendizaje.Videogame. Kinect. Ensino e aprendizagem.The objective of this work is to map the academic production on the use of exergames in education between the years of 2010 and 2015. Initially, searches were done in the CAPES/MEC Periodicals and in the Virtual Health Library. However, we did not succeed with the searches, where no papers were found in the area. After that, a search was made in the Periodicals Qualis of the Sucupira Platform by periodicals that deal specifically with the theme of the digital games and their relations with several areas of knowledge. With this, we performed a "garimpagem", during the months of July and August of 2015, in the following online newspapers: International Journal of Computer Games Technology, G | A | M | E - Games as Arts, Media, Entertainment and Games for Health Journal. Five primary studies were analyzed and the results of these studies indicate that the implementation and the practice of exergames allows the increase of the level of physical activity, reaching moderate and vigorous levels, being beneficial to the health, both from the physical and cognitive point of view. However, is needed more research, involving different experimental designs with longer duration of interventions and with the participation of people of different education levels, in order to consolidate the findings, since there are few studies and the results are still preliminary.El objetivo de este estudio es el mapeo de la literatura sobre el uso de exergames en la educación de los años 2010 y 2015. Inicialmente, se realizaron búsquedas en las publicaciones periódicas CAPES / MEC y la Biblioteca Virtual en Salud. Sin embargo, no habíamos busca éxito donde no se encontraron estudios en el área. Después de eso, se hizo una búsqueda en la plataforma Qualis Periódicos Sucupira para las revistas que tratan específicamente de la cuestión de los juegos digitales y sus relaciones con las diversas áreas del conocimiento. Por lo tanto, se realizó un "minero" durante los meses de julio y agosto de 2015, las siguientes revistas en línea: Revista Internacional de Juegos de tecnología de la computación, G | A | M | E - Juegos de las artes, los medios de comunicación, entretenimiento y juegos para la Salud Diario. Se analizaron 5 de trabajo principal y los resultados de esta investigación indican que la aplicación y la práctica de exergames permite que el mayor nivel de actividad física, llegando a niveles moderados a vigorosos que son beneficiosos para la salud, tanto física como punto de vista cognitivo. Sin embargo, existe la necesidad de una mayor investigación, la participación de diferentes diseños experimentales con una mayor duración de las intervenciones y la participación de personas de diferentes niveles de la educación con el fin de consolidar los resultados, ya que hay pocos estudios y los resultados son todavía preliminares.O objetivo deste trabalho é mapear a produção sobre a utilização dos exergames na educação dentre os anos de 2010 e 2015. Inicialmente, foram realizadas buscas no Periódicos CAPES/MEC e na Biblioteca Virtual em Saúde. Contudo, não obtivemos êxito com as buscas, onde não foram encontrados trabalhos na área. Após isso, foi feita uma busca no Periódicos Qualis da Plataforma Sucupira por periódicos que tratam especificamente da temática dos jogos digitais e suas relações com diversas áreas de conhecimento. Com isso, realizamos uma “garimpagem”, durante os meses de julho e agosto de 2015, nos seguintes periódicos online: International Journal of Computer Games Technology, G|A|M|E – Games as Arts, Media, Entertainment e Games for Health Journal. Foram analisados 5 trabalhos primários e os resultados destas pesquisas indicam que a implementação e a prática dos exergames possibilita o aumento do nível de atividade física, chegando a níveis moderados e vigorosos, sendo benéfica à saúde, tanto do ponto de vista físico quanto cognitivo. Entretanto, há a necessidade de que mais investigações sejam realizadas, envolvendo diferentes desenhos experimentais com maior duração das intervenções e com a participação de pessoas de diferentes níveis de ensino, a fim de consolidar os achados, pois há poucos estudos e os resultados ainda são preliminares.Faculdade de Ciências e Letras/Unesp2017-08-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.fclar.unesp.br/iberoamericana/article/view/1028810.21723/riaee.v12.n.esp.2.10288Revista Iberoamericana de Estudios en Educación; v.12, n. esp. 2, ago. (2017) - Dossier "Educación mediada por tecnología: Aprendizaje, innovación y prospectiva"; 1177-1193Revista Ibero-Americana de Estudos em Educação; v.12, n. esp. 2, ago. (2017) - Dossier "Educación mediada por tecnología: Aprendizaje, innovación y prospectiva"; 1177-11931982-55872446-860610.21723/riaee.v12.n.esp.2.2017reponame:Revista Ibero-Americana de Estudos em Educação (Online)instname:Universidade Estadual Paulista (UNESP)instacron:UNESPporhttps://periodicos.fclar.unesp.br/iberoamericana/article/view/10288/6680Copyright (c) 2017 Revista Ibero-Americana de Estudos em Educaçãoinfo:eu-repo/semantics/openAccessFerreira, Adilson RochaFrancisco, Deise Juliana2020-12-30T22:26:37Zoai:ojs.pkp.sfu.ca:article/10288Revistahttp://seer.fclar.unesp.br/iberoamericanaPUBhttps://periodicos.fclar.unesp.br/iberoamericana/oaibizelli@fclar.unesp.br|| joseandersonsantoscruz@gmail.com1982-55871982-5587opendoar:2020-12-30T22:26:37Revista Ibero-Americana de Estudos em Educação (Online) - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Exploring the potential of digital games: a review on the use of exergames in education
Explorando el potencial de los juegos digitales: una revisión sobre el uso de exergames en la educación
Explorando o potencial dos jogos digitais: uma revisão sobre a utilização dos exergames na educação
title Exploring the potential of digital games: a review on the use of exergames in education
spellingShingle Exploring the potential of digital games: a review on the use of exergames in education
Ferreira, Adilson Rocha
Videogame. Kinect. Teaching and learning.
Video juego. Kinect. La enseñanza y el aprendizaje.
Videogame. Kinect. Ensino e aprendizagem.
title_short Exploring the potential of digital games: a review on the use of exergames in education
title_full Exploring the potential of digital games: a review on the use of exergames in education
title_fullStr Exploring the potential of digital games: a review on the use of exergames in education
title_full_unstemmed Exploring the potential of digital games: a review on the use of exergames in education
title_sort Exploring the potential of digital games: a review on the use of exergames in education
author Ferreira, Adilson Rocha
author_facet Ferreira, Adilson Rocha
Francisco, Deise Juliana
author_role author
author2 Francisco, Deise Juliana
author2_role author
dc.contributor.author.fl_str_mv Ferreira, Adilson Rocha
Francisco, Deise Juliana
dc.subject.por.fl_str_mv Videogame. Kinect. Teaching and learning.
Video juego. Kinect. La enseñanza y el aprendizaje.
Videogame. Kinect. Ensino e aprendizagem.
topic Videogame. Kinect. Teaching and learning.
Video juego. Kinect. La enseñanza y el aprendizaje.
Videogame. Kinect. Ensino e aprendizagem.
description The objective of this work is to map the academic production on the use of exergames in education between the years of 2010 and 2015. Initially, searches were done in the CAPES/MEC Periodicals and in the Virtual Health Library. However, we did not succeed with the searches, where no papers were found in the area. After that, a search was made in the Periodicals Qualis of the Sucupira Platform by periodicals that deal specifically with the theme of the digital games and their relations with several areas of knowledge. With this, we performed a "garimpagem", during the months of July and August of 2015, in the following online newspapers: International Journal of Computer Games Technology, G | A | M | E - Games as Arts, Media, Entertainment and Games for Health Journal. Five primary studies were analyzed and the results of these studies indicate that the implementation and the practice of exergames allows the increase of the level of physical activity, reaching moderate and vigorous levels, being beneficial to the health, both from the physical and cognitive point of view. However, is needed more research, involving different experimental designs with longer duration of interventions and with the participation of people of different education levels, in order to consolidate the findings, since there are few studies and the results are still preliminary.
publishDate 2017
dc.date.none.fl_str_mv 2017-08-23
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv https://periodicos.fclar.unesp.br/iberoamericana/article/view/10288
10.21723/riaee.v12.n.esp.2.10288
url https://periodicos.fclar.unesp.br/iberoamericana/article/view/10288
identifier_str_mv 10.21723/riaee.v12.n.esp.2.10288
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://periodicos.fclar.unesp.br/iberoamericana/article/view/10288/6680
dc.rights.driver.fl_str_mv Copyright (c) 2017 Revista Ibero-Americana de Estudos em Educação
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2017 Revista Ibero-Americana de Estudos em Educação
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Faculdade de Ciências e Letras/Unesp
publisher.none.fl_str_mv Faculdade de Ciências e Letras/Unesp
dc.source.none.fl_str_mv Revista Iberoamericana de Estudios en Educación; v.12, n. esp. 2, ago. (2017) - Dossier "Educación mediada por tecnología: Aprendizaje, innovación y prospectiva"; 1177-1193
Revista Ibero-Americana de Estudos em Educação; v.12, n. esp. 2, ago. (2017) - Dossier "Educación mediada por tecnología: Aprendizaje, innovación y prospectiva"; 1177-1193
1982-5587
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