The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

This article sets out to conduct a systematic เว็บแทงบอล  evaluation of the contemporary literature on lively video video games as potential educational equipment for physical education or physical pastime. To begin with, research on energetic video games for academic and physical functions has been tested with the cause of verifying improvement of attitudes, highbrow capabilities, expertise, motor capabilities and physical houses related to bodily interest and bodily training. A second intention will be to determine the effectiveness of active video games compared with conventional processes to physical hobby. From this perspective, a systematic literature seek from applicable international databases become conducted from January to July 2015 which will discover papers posted in journals or conference lawsuits from January 2010 onwards. Then, 2648 references had been recognized in database searches and a hundred of these papers met the inclusion standards. Two principal conclusions are to be drawn from this research. Firstly, controlled studies show that active video video games growth capacities on the subject of physical activity and training. Secondly, Research also indicates that bodily interest interventions designed and measured using behavioural theories are more likely to be successful in assessment with conventional workout activities.

Este artículo se propone realizar una revisión sistemática de los angeles literatura real sobre los videojuegos como herramientas educativas potenciales para l. A. Educación Física o para la actividad física. La investigación sobre los videojuegos interactivos para propósitos educativos y físicos se ha realizado con el fin de verificar la mejora de las actitudes y habilidades intelectuales, conocimientos, habilidades motoras y las propiedades físicas asociadas con l. A. Actividad física y con l. A. Educación física. Un segundo objetivo será determinar l. A. Eficacia de los videojuegos interactivos en comparación con los enfoques tradicionales de l. A. Actividad física. Para ello, se llevó a cabo una búsqueda sistemática de la literatura en las pertinentes bases de datos internacionales, entre enero y julio de 2015, para analizar artículos publicados en revistas o actas de congresos desde de enero de 2010 en adelante. Posteriormente se identificaron 2648 referencias en las búsquedas de bases de datos y se comprobó que a hundred de estos documentos cumplían los criterios de inclusión. A partir de esta investigación se desprenden dos conclusiones relevantes. En primer lugar, los estudios realizados demuestran que los videojuegos interactivos aumentan las capacidades en relación con los angeles actividad física y l. A. Educación física. En segundo lugar, la investigación también muestra que las intervenciones y medidas diseñadas en Educación Física, usando las teorías de comportamiento, tienen más probabilidades de tener éxito en comparación con las actividades físicas tradicionales.

Keywords
SIMULATION GAMES; ELECTRONIC LEARNING; VIDEO GAMES; PHYSICAL EDUCATION; SPORTS
JUEGOS DE SIMULACIÓN; APRENDIZAJE ELECTRÓNICO; VIDEOJUEGOS; EDUCACIÓN FÍSICA; DEPORTES
Issue
Vol five, No 2 (2016)
Section
Articles
References
INTRODUCTION
In the early Nineteen Eighties, a new kind of digital sport-based mastering emerged (Johnson, 2008), “exergame” (a portmanteau word from “exercising” and “game”) also known as energetic online game (AVG), (Lieberman, 2006). Among the definitions of AVGs, Oh and Yang (2010) outline them as “video games that require physical interest (PA) as a way to play” developing the relationship among AVGs and PA and motivating this evaluate. Roemmich, Lambiase, McCarthy, Feda and Kozlowski (2012) brought to this definition that AVGs intrinsically encourage aid shared gaining knowledge of among young players and mission them at a couple of levels of experience. Then, Nurkkala, Kalermo and Jarvilehto (2014) additionally concluded that AVGs are a solution which evokes and motivates people to workout. Finally, Abdul and Felicia (2015) explained that individuals’ use of AVGs exerted top notch impact on each cognitive and emotional levels. These attributes would possibly provide an explanation for why several youths pick out AVG play over traditional exercise (Papastergiou, 2009).
The fashion of non-stop development and innovation in education is an epistemological subject matter that has existed over a protracted time period in the constructivist and sociocultural view of learning and coaching (Kaufman & Zahn, 1993). The innovation technique has been associated with college students’ motivation (Ames, 1992). Thus, the intrinsic motivation that younger humans show closer to electronic games might be mixed with educational content material and goals into “virtual game-primarily based getting to know” (Prensky, 2001) the use of the resource of precise languages and contraptions. Among these devices, the result of pedagogical movements with video games (Gee, 2004) implies a coordinated activity on the a part of college students and teachers (Mezirow, 2000).
Initially, severe video games and educational laptop games seemed inside a coaching context as a new device for physical education (Moreno & Mayer, 2004). However, there has been inadequate experimental evidence to prove the effectiveness of great video games and academic laptop games inside the college practice (e.G., Tobias, Fletcher, Dai, & Wind, 2011; Vogel et al., 2006; Young et al., 2012) and the academic capacity of commercial video games has increasingly grow to be a topic for discussion and research. Different papers describe the instructional benefits and drawbacks of video video games in faculty (e.G., Egenfeldt-Nielsen, Smith, & Tosca, 2008; Mitchell & Savill-Smith, 2004).
At the beginning of 21st century, AVGs have been mostly viewed as educational media and had been related to coaching practices that used era as gear to support expertise structure (Birn, Holzmann, & Stech, 2014). In consequence, maximum of the modern research has targeting what members study evaluating the usage of video games versus some different sorts of coaching or inspecting how teachers use video games in the classroom (Ennis, 2013). To cope with this example, Amory (2010) argues that electronic games must rather be used as a tool to measure studying final results in a constructivist psychological mastering method.
On the PA method, the significance of encouraging physical activity behaviour among children is based on the underlying assumption that the behaviour will become a part of the man or woman’s life and maintain into maturity (Mitchell et al., 2013; Tzetzis, Avgerinos, Vernadakis, & Kioumourtzoglou, 2001). Various studies studies have verified the massive impact of conventional motor ability improvement applications on the improvement of motor abilties (Fahimi, Aslankhani, Shojaee, Beni, & Gholhaki, 2013; Martin, Rudisill, & Hastie, 2009; Sheikh, Safania, & Afshari, 2011). Other research have been carried out to pick out the consequences of skill-specific schooling on objective control skills and fundamental motor capabilities (Akbari et al., 2009; Mitchell et al., 2013; Robinson & Goodway, 2009). While the literature already shows various traditional motor ability schooling programs, AVGs can be proposed as an opportunity technique to motor ability coaching. The use of AVGs as a form of workout contains essential factors of motor studying (Yen et al., 2009). It presents real-time practice of tasks and activities, and also opportunities to have interaction in intensive, significant, fun and useful obligations associated with actual-life interests (Vernadakis, Gioftsidou, Antoniou, Ioannidis, & Giannousi, 2012; Yen et al., 2011). Physical sports in those games include motor duties that involve a huge variety of sensory feedback, adjustable motor amplitudes, velocity and precision levels, and incorporation of a diffusion of visualespatial, cognitive and attention responsibilities (Salem, Gropack, Coffin, & Godwin, 2012). The practice of these sports is promising, as it can increase the child’s motivation for the duration of workout, and can represent a part of the kid’s training software. The literature on motivation suggests that pupil getting to know and overall performance is prompted with the aid of the motivational weather, and that superb advantages may be derived from exposure to a mastery motivational weather.
A developing frame of literature shows that AVGs are taken into consideration a precious extra issue to programs enhancing standard health, physical fitness and psychomotor functioning (Gioftsidou et al., 2013; Peng, Crouse, & Lin, 2013; Vernadakis et al., 2012) as well as therapy and rehabilitation techniques (Klompstra, Jaarsma, & Strömberg, 2013; Sin & Lee, 2013; Van Diest, Lamoth, Stegenga, Verkerke, & Postema, 2013). However, there is nonetheless very restrained empirical evidence that exergames can facilitate motor ability acquisition, or can provide an opportunity to motor talent enhancing bodily activity (Barnett, Hinkley, Okely, Hesketh, & Salmon, 2012; Papastergiou, 2009).
In this regard, the review completed in this newsletter focuses on the evaluation of AVGs as capability academic gear inside bodily schooling or physical activity. In the first place, research production changed into examined if you want to find proof of how the AGVs should enhance attitudes, intellectual skills, knowledge, motor competencies and bodily houses related to physical hobby and bodily schooling. Secondly, energetic video video games have been in comparison with conventional approaches to determine their workability and effectiveness.

MATERIAL AND METHODS
Databases Searched
The databases searched protected those diagnosed as applicable to training, facts technology and social science: Cochrane Central Database, ERIC, Google Scholar, ISI Web of Knowledge, MEDLINE/Pudmed, Scopus and SPORTDiscuss.
The brand new search became finished on 15/07/2015.

Grey Literature
The IADIS International Conference Mobile Learning, the Meaningful Play Conference Paper, the IEEE International Conference on Advanced Learning Technologies (ICALT), the International Conference on Collaboration Technologies and Systems (CTS), the European Conference on Games Based Learning and the ERPA International Congress on Education from 2010 to 2014 were additionally looked for applicable studies.

Research Design
The search terms for the literature review resulted from a previous seek accredited on the assessment of Papasterguiou (2009) with some changes for the cause of this assessment.
The terms used for video games were:
“Active video game” or “hobby-selling online game” or “exergame” or “Exergaming” or “Kinect” or “Nintendo” or “PlayStation” or “Wii” or “Xbox”.
To narrow down the hunt to awareness on games for learning the following phrases had been also used:
“Education” or “learning” or “affected person” or “ability” or “scholar” or “teaching”.
And to narrow down the search to papers relevant to PA the following phrases were additionally included:
“Physical Education” or “health training” or “physical activity” or “sport”.
The time span selected for the papers was from January 2010 to 2015 as Papasterguiou (2009) conducted a scientific evaluation with a similar reason and the papers she selected had been published from 2000 to 2009.

Selection Criteria
To be protected within the overview, papers needed to be posted in journals or convention proceedings from January 2010 onwards.
Due to feasibility problems, research in languages other than English, Spanish, French or Portuguese have been excluded.
Additionally papers had to encompass a few element of qualitative empirical assessment (Burguillo, 2010); most effective research with goal final results measures have been covered. Studies with simplest qualitative outcomes which include focus organization research or studies with best PA–associated psychological consequences however no quantitative PA effects have been excluded.
Given that the observe centered at the examination of AVGs as ability academic tools within Physical Education or PA, articles positioned via the database searches that did now not fall within that attention have been excluded from consideration.
The research ought to have employed at least one off-the-shelf AVG; if the examine only examined passive video games, it was excluded. For instance, there had been articles regarding electronic video games, (e.G., critical video games or educational video games) as an powerful method towards sedentary behaviours (e.G., Banos, Cebolla, Oliver, Alcaniz, & Botella, 2013) or articles that targeted on promotion of health behaviours whose final results showed findings that were not honestly related to electronic games (e.G., Busch, De Leeuw, & Schrijvers, 2013; Stroebele, McNally, Plog, Siegfried, & Hill, 2013); the ones articles had been now not included in this overview.
Finally, best articles that have been written with a studies reason had been selected, this means that that they can be covered in the first category of the following categorization made by means of Dempsey, Rasmussen and Lucassen (1996) in their assessment of the overall instructional gaming literature:

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