Possibilidades, desafios e limitações do uso de exergames nas aulas de Educação Física no ensino médio: uma revisão de literatura

Resumo

Exergames are classified as electronic games that promote the virtualization of real movements performed by their users throughout their practice. When compared to traditional video games, Exergames promote a greater energy demand as they allow the player to experience a motor experience and physical effort similar to conventional physical exercise. In this sense, Exergames have been presented as a tool that can contribute beneficially to encouraging students' active lifestyles. Therefore, the present study sought to carry out a bibliographic survey on studies that use gamification through the use of Exergames as an active teaching methodology during Physical Education classes in high school, in addition to understanding the main challenges and limitations of using gamification. through Exergames in Physical Education classes for this age group. To this end, the guiding question that sought to be answered during the course of this investigation was: what are the possibilities, challenges and limitations of using gamification through Exergames as an active methodology in Physical Education classes in High School? The study was carried out in the following databases: Scielo, Lilacs, Elsevier and Pubmed, and in the end 5 studies were included. It can be seen that studies on the use of Exergames in high school classes are scarce. The main challenges are linked to the lack of infrastructure, interest and quantity of equipment available for its applicability. However, Exergames can contribute to the development of motor coordination, socialization, respect, collectivity, companionship and other aspects in students' lives.

Descrição

Palavras-chave

Exergames, Exergames, Educação Física, Ensino Médio, Physical Education, High School

Citação

Orientador

Campus