Distance learning has led to a reflection on the role of physical activity even with children in nursery and primary schools. The traditional physical space combined with online suggests a rethinking of places and teaching-learning processes. Objective: to understand if and in what way active video games were considered and studied before the pandemic and if exergames can represent a useful teaching strategy to reclaim the priority role of physical activity in the education of the student and a tool for combating overweight, obesity, and sedentary lifestyle. Fixed point: exergames must not replace the physical exercise and movement inherent in the physical and motor education curriculum but integrate them
AbstractThe present study was built upon a previous study on the new generation video game, exergame...
Technological development has made an important progress in today´s society, having a relevant effec...
This article sets out to conduct a systematic review of the current literature on active video games...
The aim of this study is to develop a systematic review on the relationship between the use of acti...
Exergames are consoles that require a higher physical effort to play when compared to traditional vi...
Videogames including bodily movement have recently been promoted as tools to be used in school to en...
The term "exergames" refers to a category of video games in which the interaction is not based only...
In society, video- and computer games are often pointed out as risk factors in relation to physical ...
AbstractThe growing obesity problem has reinforced policymakers and educators to devise strategies t...
The current focus on the use of new technologies and media for teaching-learning purposes has led to...
ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process o...
The term "exergames" refers to a category of video games in which the interaction is not based only...
From an education perspective, play has always been viewed as an integral part of learningexperience...
This article sets out to conduct a systematic review of the current literature on active video games...
New educational methodologies to combat physical inactivity. Technology at the service of education....
AbstractThe present study was built upon a previous study on the new generation video game, exergame...
Technological development has made an important progress in today´s society, having a relevant effec...
This article sets out to conduct a systematic review of the current literature on active video games...
The aim of this study is to develop a systematic review on the relationship between the use of acti...
Exergames are consoles that require a higher physical effort to play when compared to traditional vi...
Videogames including bodily movement have recently been promoted as tools to be used in school to en...
The term "exergames" refers to a category of video games in which the interaction is not based only...
In society, video- and computer games are often pointed out as risk factors in relation to physical ...
AbstractThe growing obesity problem has reinforced policymakers and educators to devise strategies t...
The current focus on the use of new technologies and media for teaching-learning purposes has led to...
ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process o...
The term "exergames" refers to a category of video games in which the interaction is not based only...
From an education perspective, play has always been viewed as an integral part of learningexperience...
This article sets out to conduct a systematic review of the current literature on active video games...
New educational methodologies to combat physical inactivity. Technology at the service of education....
AbstractThe present study was built upon a previous study on the new generation video game, exergame...
Technological development has made an important progress in today´s society, having a relevant effec...
This article sets out to conduct a systematic review of the current literature on active video games...