Exergames Experience in Physical Education: A Review
Author:
Vaghetti Cesar Augusto Otero1, Monteiro-Junior Renato Sobral2, Finco Mateus David1, Reategui Eliseo3, Silva da Costa Botelho Silvia4
Affiliation:
1. Federal University of Pelotas, Pelotas , Brazil 2. State University of Montes Carlos, Monte Carlos , Brazil 3. Federal University of Rio Grande do Sul, Rio Grande do Sul , Brazil 4. Federal University of Rio Grande, Rio Grande , USA
Abstract
Abstract
Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
Publisher
Walter de Gruyter GmbH
Subject
Tourism, Leisure and Hospitality Management,Applied Psychology,Education,Cultural Studies
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