Exploring the potential of computer and video games for health and physical education: A literature review
Computers & Education Volume 53, Number 3, ISSN 0360-1315 Publisher: Elsevier Ltd
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603-622. Elsevier Ltd.
Gadgets in the Gymnasium: Physical Educators’ Use of Digital Technologies | Les gadgets au gymnase : l’utilisation des technologies numériques par les enseignants en éducation physique
Daniel Robinson & Lynn Randall
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 43, No. 1 (Mar 31, 2017)
The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review
Carlos Merino-Campos & Hctor del Castillo Fernndez, Department of Educational Sciences, University of Alcal, Spain
Journal of New Approaches in Educational Research (NAER Journal) Vol. 5, No. 2 (Jul 15, 2016) pp. 115–122
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