Exergames as a Methodological Aspect in the Physical Education Class
Abstract
One of the causes of sedentary lifestyles among children is that their leisure time has been drawn into an investment in screen-based activities. Video gaming is now a universal tool among young people. However, these technologies can also be used to promote active lifestyles based on the practice of physical activity. Therefore, this study aims to identify the effect of the application of videogaming regarding familiarization, satisfaction and belief of feasibility of using these exergames in the physical education class by the students. Thus, the pre-experimental method of this research subjected 14 participants in the third cycle of primary education to a physical activity test using a virtual reality platform and, subsequently, they answered questionnaires on the aforementioned aspects. The results showed a high percentage of unfamiliarity with exergames (51%), a high percentage of satisfaction with the practice of physical activity using the platform (83%) and a high percentage of feasibility of its use in physical education (77.75%). It was concluded that in the child population, active video games have a promising margin of attractiveness, an association with pleasant entertainment sensations and a notable acceptance for the improvement of healthy habits in future generations.
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