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.
Much research has been done on the benefits of video games in a physical education context (Camunas-Vega & Alcaide-Risoto, 2020; Fang et al., 2020). However, little attention has so far been paid to the effectiveness of commercial video games combined with actual basketball practice in helping students improve their reasoning skills (Chuang et al., 2021; Rogers et al., 2020). The study presents a quasi-experimental pre-post design with a control group in order to evaluate the impact of a specific training program in reasoning with the video game NBA 2K16. A convenience sample of 215 high school students participated in the study. Three reasoning subscales of the Evalua-9 psycho-pedagogical test (inductive α = 0.88; deductive α = 0.85; spatial α = 0.89) were used for data collection. Our findings show a significant moderate effect in the students who participated in the training program. An additional outcome was that sex differences in spatial and deductive reasoning in the pre-test disappeared in the post-test. We discuss the educational implications of the use of the video game as the main learning tool to enhance the reasoning process of Secondary Education students in Physical Education.
La adolescencia es el periodo de crecimiento donde se producen mayores cambios en todas las dimensiones que componen al ser humano. A este hecho hay que sumarle el gran uso actual de las nuevas tecnologías, concretamente para este grupo de edad, los videojuegos. El objetivo principal de este estudio fue explorar la relación entre el uso de un videojuego en el ámbito de Educación Física y el desarrollo del autoconcepto en adolescentes atendiendo a las diferencias por sexos. Además, se analizó el efecto del videojuego utilizado en la práctica de la técnica individual en baloncesto. Los análisis revelaron que no hay mejoras en el autoconcepto ni en el grupo experimental ni en el grupo control, pero que sí hubo diferencias entre sexos. Tras la intervención se observó una mejora en el autoconcepto físico y emocional mayor en las chicas que en los chicos. En el caso del baloncesto, sí se produjeron mejoras en la técnica individual del baloncesto en ambos grupos como por sexo. De este modo, se puede concluir que el uso de videojuegos en la adolescencia puede influir positivamente en la mejora de la técnica individual del baloncesto y en el autoconcepto de las chicas. Palabras clave. Aplicación Informática; Deporte; Espacios de juegos; Pubertad; Distribución por sexo; Baloncesto. Abstract. Adolescence is the period of growth where major changes occur in all the dimensions that make up the human being. Also, the great current use of new technologies should be considered, specifically for this age group, the video games. The main aim of this study was to explore the relationship between the use of a video game in the field of Physical Education and the development of self-concept in adolescents, taking into account differences by sex. In addition, the effect of the video game used in the practice of the individual technique in basketball was analyzed. The analyses revealed that there was no improvement in self-concept in either the experimental or the control group, but that there were differences between sexes. Girls showed a greater improvement in physical and emotional self-concept than boys. In the case of basketball, there were improvements in individual basketball technique in both groups as well as by sex. In this way, it can be concluded that the use of video games in adolescence can positively influence the improvement of the individual basketball technique and the self-concept of girls. Keywords. Computer applications; Sport; Playgrounds; Puberty; Sex distribution; Basketball.
Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence, game-based learning, accessibility, and enjoyment are relevant factors that influence the acceptance of the use of video games as a learning aid in the context of physical education, as well as their influence on academic performance in the subject itself. The study enlisted the participation of 166 secondary school students. A quasi-experimental pre-post design with a non-equivalent control group was used. The intervention consisted of a specific training program entailing nine one-hour sessions once a week. To develop the model, the data was analysed using the optimisation technique of partial least squares (PLS). Our findings show that the factors studied, which are accessibility, enjoyment, technological competence and learning through video games, have an impact on students’ acceptance of video games as an educational tool and how this positive relationship leads to enhanced academic performance in physical education.
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