Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes

Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes
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DOI:
10.4018/ijgbl.2015070101
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发表时间:
2015-07-01
影响因子:
1
通讯作者:
Katz, Larry
Katz, Larry
中科院分区:
其他
文献类型:
--
作者:
Finco, Mateus David;Reategui, Eliseo;Katz, Larry

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随着运动游戏的新颖性,另一种娱乐和锻炼形式出现了,特别是在体育课上。虽然电子游戏历来与肥胖、社交内向和攻击性行为等问题有关,但电子游戏带来了一个新的视角,这些文化艺术品可以为人们关于体育活动实践的教育做出贡献。本文介绍了一项关于建立运动游戏实验室的研究,重点关注经常对体育有不满迹象的儿童和青春期前儿童。研究方法采用定性观察法,对24名不同性别的学生进行为期三个月的调查。结果表明,平时无动机参加体育课的学生对体育锻炼表现出了积极的态度,并表现出与同伴合作的意愿。研究还表明,运动为学生提供了一种环境,在这种环境中,学生可以增加他们锻炼身体的规律性。
With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such as obesity, social introversion and aggressive behavior, exergames brought a new perspective in which these cultural artifacts could contribute to people's education concerning the practice of physical activity. This article presents a study about the setting up of an exergame lab focusing on kids and preadolescents who usually show signs of dissatisfaction with PE. The research methodology followed a qualitative observation approach, involving twenty-four students of both genders for three months. Results demonstrated that students who were normally unmotivated to participate in PE classes showed a positive attitude regarding the exergame practices and demonstrated their willingness to collaborate with peers. The study also showed that exergaming provides situations in which students can increase the regularity of their practice of physical exercises.