摘要:Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabela normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabela normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} Virtual learning environments are becoming popular in various areas of knowledge, where information and communication technologies are providing new ways of teaching and learning. Games, for example, are being used to improve cognitive, visual attention, memory, and problem solving skills in children. Recently, with the increase of accessibility of low cost technology in the areas of perception and action, comes a new class of games called Exergames. Through exercise and games, this virtual reality is providing the user with the opportunity to develop a variety of motor skills and sensory abilities. The research reveals that Exergames are categorized into three groups of purpose and usage: physiological, psychological, and rehabilitation. Exergames can also function as virtual learning environments for new movements and gestures, or for sports, such as in tools to increase caloric expenditure. They are also related to entertainment and alternative forms of exercise. Their inclusion in the school environment is limited to teacher training for the use of these tools. This literature review provides an examination of the current context of Exergames, including, recognizing games that are currently available on the market, and identifying features and applications that are being utilized in the area of Physical Education.
其他摘要:Virtual learning environments are becoming popular in various areas of knowledge, where information and communication technologies are providing new ways of teaching and learning. Games, for example, are being used to improve cognitive, visual attention, memory, and problem solving skills in children. Recently, with the increase of accessibility of low cost technology in the areas of perception and action, comes a new class of games called Exergames. Through exercise and games, this virtual reality is providing the user with the opportunity to develop a variety of motor skills and sensory abilities. The research reveals that Exergames are categorized into three groups of purpose and usage: physiological, psychological, and rehabilitation. Exergames can also function as virtual learning environments for new movements and gestures, or for sports, such as in tools to increase caloric expenditure. They are also related to entertainment and alternative forms of exercise. Their inclusion in the school environment is limited to teacher training for the use of these tools. This literature review provides an examination of the current context of Exergames, including, recognizing games that are currently available on the market, and identifying features and applications that are being utilized in the area of Physical Education.
关键词:Exergame;Virtual learning environment;Physical Education;Exergame;Ambiente vitual de aprendizagem;Jogos eletrônicos