Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
In the search of alternative ways to learning veterinary surgery with live animals, hypervideo was considered a promising candidate as a learning tool. Video can enhance the realism and authenticity of a learning environment. By adding structure and interactivity to video, hypervideo allows to navigate video and to explore other related media to complement it. Hypervideo might then support the creation of a rich and realistic learning environment, through the interactive access, construction and communication of knowledge on veterinary surgery. In this paper, we present the design and evaluation of Hvet, a hypervideo environment to support learning of veterinary surgery. Design was based on cognitive and media theories, and evaluation was based on the use of Hvet by veterinary students, in order to test its efficacy in substitution of learning and training with live animals. Results support the hypothesis, showing the potential of hypervideo as a valuable and effective tool to support learning of surgery techniques and revealing the most appreciated design options.
Augmented reality (AR) technology is increasingly present in chemistry teaching and learning processes. It is seen as an important pedagogical resource that allows enhancing the understanding of complex concepts at most educational levels. However, even though numerous benefits related to AR in education have been reported, no systematic review has been conducted specifically addressing the use of this technology in chemistry education. Thus, a systematic literature review was carried out in order to grasp the particularities of this scenario, such as those related to the main topics in chemistry in which AR is used, the most frequently used devices and the main advantages and challenges of this technology. Forty‐nine papers were analysed, recovered from five databases, between the years 2011 and 2020. Among the results, an increase in publications was identified in the last three years, with smartphones and tablets being the predominant devices. Molecular structures were the topic of chemistry to which AR has been most frequently applied for teaching and learning, and the advantages of using this technology were concentrated in the affective learning domain. Regarding the challenges identified, they were related to students’ difficulty of use, distraction and technical problems. The research conclusions also address gaps in research and present suggestions and directions for future work.
With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such as obesity, social introversion and aggressive behavior, exergames brought a new perspective in which these cultural artifacts could contribute to people's education concerning the practice of physical activity. This article presents a study about the setting up of an exergame lab focusing on kids and preadolescents who usually show signs of dissatisfaction with PE. The research methodology followed a qualitative observation approach, involving twenty-four students of both genders for three months. Results demonstrated that students who were normally unmotivated to participate in PE classes showed a positive attitude regarding the exergame practices and demonstrated their willingness to collaborate with peers. The study also showed that exergaming provides situations in which students can increase the regularity of their practice of physical exercises.
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