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(1327)EXERGAMES: A NEW TOOL FOR PROMOTING PHYSICALACTIVITY IN SCHOOLS

机译:(1327)Exergames:一种用于促进学校体育活动的新工具

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The exergames can be defined as a technology that uses interactive games to encourage physicalactivity. Due to its strong dialogue with modern society, these games have a wide acceptance in thedifferent age groups and can take many purposes, including: leisure, physical activity, reducingobesity, rehabilitation, etc., making it a possible tool technology to be used in the school context. Theobjective of this study was to review the literature on the application of exergames in schools as a wayof promoting physical activity in children and young people. The search was conducted in electronicdatabases PubMed, Science Direct and Scielo, from January 2006 to October 2011. The following keywords in English and Portuguese languages were used: "exergame," "active games", "interactivegames" and "video games". The search resulted initially in 50 manuscripts and of these only sevenwere related to use of exergames acutely within the school context and in the range between 6 and 13years. Here are the benefits to the practice of exergames in selected context: the stimulation ofimproved quality of life through physical activity, improved coordination, increased energy expenditure,improvement in visual-spatial ability. In addition, some studies were observed in the stimulation ofinterpersonal interaction, and better cognitive development (improvement in attention, concentration,decreased reaction time, etc.), thus suggesting the interest in fostering the promotion of physicalactivity through the exergame in schools, aimed at this age, not only for its physical benefits, andbeing a playful activity, but also by its ability to work on issues relevant to the everyday school(problem solving, sharing objects, and others wait their turn). However, our results show the need toincrease the number of studies exergames this context, as well as the criteria (sample of the studypopulation and time of use), thus showing that the theme is a promising field which deserves to bebetter explored.
机译:该exergames可以被定义为使用互动游戏,以鼓励physicalactivity的技术。由于它与现代社会的强强对话中,这些游戏在thedifferent年龄组广泛接受,可以采取多种用途,包括:休闲,体育锻炼,reducingobesity,康复等,使之成为可能的工具技术,在使用学校环境。这项研究的Theobjective应审查exergames的学校作为wayof促进儿童和青少年体育活动的应用文献。 “exergame”,“活动性游戏”,“interactivegames”和“视频游戏”:搜索是在electronicdatabases考研,科学指导和Scielo,从2006年1月至2011年10月英语和葡萄牙语与下列关键词使用进行。搜索在50个手稿和这些学校范围内敏锐地使用exergames只有sevenwere相关,6和13年之间的范围内初步结果。下面是在选择的内文exergames的做法带来的好处:刺激通过体力活动,加强协调,增加能量消耗,改善视觉空间能力ofimproved生活质量。此外,在刺激ofinterpersonal相互作用观察到一些研究,并更好的认知发展(注意力提高,浓度,减少反应时间等),从而表明通过在学校exergame培育推广physicalactivity的利益,旨在这个年龄段的,不仅是因为它身体的好处,andbeing一个好玩的活动,还能利用其工作能力等方面对相关的日常学校的问题(解决问题,共享对象和其他等待轮到自己)。然而,我们的研究结果表明,需要toincrease研究数量exergames此背景下,以及标准(在studypopulation和使用时间的样品),从而表明该主题是一个有前途的领域,值得向bebetter探索。

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