Exergames as a tool for pedagogical intervention in scholar physical education: an integrative review
DOI:
https://doi.org/10.18316/sdh.v7i2.5492Keywords:
Physical Education, Curriculum, ExergamesAbstract
Introduction: The fact that video games are present in most homes makes this technology known and appreciated by the majority of young people. Due to this issue of the use of electronic games as a pedagogical tool has been investigated in recent research.
Objective: The purpose of this study was to review in the literature previous findings about the use of exergames, which combine body movement with fascination with video games, as a learning object in Physical Education classes.
Method: An integrative review, which allowed the selection of 7 articles published among 2010 and 2019 addressing the discussed topic.
Results and conclusions: Data showed that the exergames are efficient for the development of motor skills, as well as strength and flexibility, besides increasing the caloric expenditure during the practice of the virtual game. It is suggested that the exergames, due to their motivational potential, can be used as a complement to the Physical Education classes. The exergames also presented advantages such as the expansion of the learning objects possibilities to be approached, due to the fact that they do not require specific sports materials and space that are not part of the Brazilian culture. Taking the results into account, we understand that it is possible to use exergames as a pedagogical tool, however, they cannot be considered as a substitute to Physical Education classes.
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