scholarly journals Exergames Experience in Physical Education: A Review

2018 ◽  
Vol 78 (1) ◽  
pp. 23-32 ◽  
Author(s):  
Cesar Augusto Otero Vaghetti ◽  
Renato Sobral Monteiro-Junior ◽  
Mateus David Finco ◽  
Eliseo Reategui ◽  
Silvia Silva da Costa Botelho

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

Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

Sports active video games (exergames) are accessible forms of physical activity which might also be used in physical education (PE) curriculum. The purpose of this book chapter is to firstly, review some of the relevant applications of sports exergames for inclusion in PE and secondly, to characterize one of these games (swimming) from different aspects of biomechanics, physiology, and psychology. We compared movement patterns, muscle activation, energy expenditure, enjoyment, usability, and game experience in participants with different performing levels (real-swimmers vs. non-swimmers, experienced vs. novice) and gender. Understanding these parameters may help in the development of more realistic sports exergames and meaningful gameplay and may give PE teachers a better idea of the inclusion of such games in their practice.


2016 ◽  
Vol 5 (2) ◽  
pp. 115-122 ◽  
Author(s):  
Carlos Merino-Campos ◽  
Héctor Del Castillo Fernández

<p class="AbstractText">This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.</p>


2020 ◽  
Author(s):  
Joshua L. Smith ◽  
Kaylie Amanda Carbine ◽  
Michael J. Larson ◽  
Larry A. Tucker ◽  
William F. Christensen ◽  
...  

Sedentary behaviors, such as computer use and sedentary video games, are barriers to physical activity, contribute to overweight and obesity among adolescents, and can adversely affect eating behaviors. Active video games may increase daily physical activity levels among adolescents and improve food-related inhibitory control. We compared the effects of acute bouts of active and sedentary video gaming on event-related potential (ERP) indices of food-related inhibitory control, energy expenditure, and ad libitum eating. In a within-subjects design, 59 adolescent participants (49% female, Mage = 13.29 ± 1.15) completed two separate counterbalanced, 60-minute long video gaming sessions separated by seven days. Immediately after, participants completed two go/no-go tasks with high- and low-calorie images and N2 and P3 ERP amplitudes were measured. Participants also completed a Stroop task and were given high- and low-calorie snacks to consume ad libitum. Results indicated that active relative to sedentary video games significantly increased energy expenditure on multiple measures (e.g., METs, heart rate, kcals burned) and participants consumed more calories after the active compared to the sedentary video game session. N2 amplitudes were larger when participants inhibited to high- compared to low-calorie foods, suggesting high-calorie foods necessitate increased recruitment of inhibitory control resources; however, there were non-significant differences for the N2 or P3 amplitudes, accuracy or response times, and Stroop performance between active versus sedentary video game sessions. Overall, sixty minutes of active video gaming increased energy expenditure and food consumption but did not significantly alter neural or behavioral measures of inhibitory control to food stimuli.


Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

Sports active video games (exergames) are accessible forms of physical activity which might also be used in physical education (PE) curriculum. The purpose of this chapter is to review some of the relevant applications of sports exergames for inclusion in PE and to characterize one of these games (swimming) from different aspects of biomechanics, physiology, and psychology. The authors compared movement patterns, muscle activation, energy expenditure, enjoyment, usability, and game experience in participants with different performing levels (real-swimmers vs. non-swimmers, experienced vs. novice) and gender. Understanding these parameters may help in the development of more realistic sports exergames and meaningful gameplay and may give PE teachers a better idea of the inclusion of such games in their practice.


2019 ◽  
Vol 12 (1) ◽  
Author(s):  
Lotta Hamari ◽  
Liisa S. Järvelä ◽  
Päivi M. Lähteenmäki ◽  
Mikko Arola ◽  
Anna Axelin ◽  
...  

Abstract Objective To evaluate the effect of active video games in promoting physical activity and motor performance, and reducing fatigue in children with cancer. A randomized controlled trial was conducted. The intervention included playing Nintendo Wii™Fit (Nintendo Co., Ltd., Kyoto, Japan) for 30 min/day for 8 weeks. Physical activity was estimated with accelerometers, physical activity diaries and questionnaires. Movement-ABC2 and PedsQL™ were used to examine motor performance and fatigue. Intervention experiences and fidelity were examined with an interview. Results Participants (n = 36 children with cancer, 3–16 years-old) were randomly assigned to the intervention and control groups. The median [min–max] accelerometer counts/h (500 [131–1130] vs 385 [116–1012], p = 0.63) and physical activity min/day (34 [0–150] vs 23 [0–260], p = 0.95) did not differ between the groups. Change between the pre-test and post-test regarding motor performance and fatigue was similar in both groups (motor performance p = 0.77; fatigue p = 1.00). Participants experienced playing active video games meaningful, but the intervention was not followed completely as instructed. Overall, the physical activity levels were low and one fourth of the children had or were at risk of having movement difficulties. Trial registration: ClinicalTrials.gov identifier: NCT01748058 (October 15, 2012)


2018 ◽  
Vol 7 (1) ◽  
pp. 13 ◽  
Author(s):  
Carol Boon Peng Loy-Ee ◽  
Patricia Mui Hoon Ng

Studies have pointed to the benefits of physical activity (PA), yet the level of PA participation among preschoolers islow. This in turn could have resulted in the limited research literature on the PA level or physical educationcurriculum (PEC) of preschool children. Those reviewed here are mostly from countries in the West, as those fromAsia are unavailable. To fill this gap, the present study was carried out to investigate the effectiveness of a formalPEC on the physical ability of a sample of five-year old children from several preschools in Singapore. Using aPhysical Ability Assessment (PAA) tool with five variables, a pre-test/post-test quasi-experimental design was usedto measure the effectiveness of the PEC with control and experimental groups for the comparative analysis. Theresults of the PAA are presented and the implications from the findings and analysis are discussed.


2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


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