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Exergames Experience in Physical Education: A Review Cover

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

DOI: https://doi.org/10.2478/pcssr-2018-0010 | Journal eISSN: 1899-4849 | Journal ISSN: 2081-2221
Language: English
Page range: 23 - 32
Submitted on: Mar 19, 2018
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Accepted on: May 10, 2018
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Published on: Jul 19, 2018
In partnership with: Paradigm Publishing Services
Publication frequency: Volume open

© 2018 Cesar Augusto Otero Vaghetti, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, Silvia Silva da Costa Botelho, published by Józef Piłsudski University of Physical Education in Warsaw
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.