| Literature DB >> 32545877 |
Irwin Andrés Ramírez-Granizo1, José Luis Ubago-Jiménez1, Gabriel González-Valero1, Pilar Puertas-Molero1, Silvia San Román-Mata2.
Abstract
The aim of this study is to develop a systematic review on the relationship between the use of active video games "exergames" and the practice of physical activity. The Web of Science (WOS) repository was used as the main search engine, using as criteria the selection of longitudinal and experimental studies published in the last five years. A total of eight research papers were obtained, in which intervention programs based on the use of exergames were applied to improve different parameters, such as adherence to Physical Activity practice or improvement on a psychological level. As the main findings, it was possible to observe the need to include these types of devices in the classroom since they can work transversally across much content, and the resources are so accessible that they allow improvements at academic level. Likewise, they favor motivation to physical exercise since with adequate volume and intensity parameters, they are related to healthier lifestyles, and the areas of motor skills and logical thinking benefited the most.Entities:
Keywords: children; exergames; physical activity; systematic review
Mesh:
Year: 2020 PMID: 32545877 PMCID: PMC7344465 DOI: 10.3390/ijerph17124243
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Flowchart of the selection of the base body of study.
Papers that address exergames and physical activity in children.
| Research | Design | Sample (E–C) | Age (min–max.) | Intervention | Duration | Variables | Instrument | Conclusions |
|---|---|---|---|---|---|---|---|---|
| Research 1. [ | Comparative and cross-sectional descriptive study | 520 | 8–12 | Ad Hoc Fulfillment | 15 min | Exergames in physical education | Test Ad Hoc (8 items) | The data show that primary school pupils show a favorable attitude to the use of exergames in physical education. |
| Research 2. [ | Longitudinal cross study | 124 | 6–12 | 3 sessions (20 min each) | 1 hour | Experience exergame | Microsoft Kinect video game | Exergames can raise a student’s CF from 11 to 18 years to a moderate level of intensity when assigned as part of the physical education curriculum. |
| Research 3. [ | Controlled and randomized intervention | 61 | 10–ND | Teaching activity with the use of mobiles (15 min) | 4 weeks | Effectiveness exergames | Validated scale | The learning effect was stronger with the video game than the traditional study method, but the longitudinal learning effects of the game have yet to be verified. |
| Research 4. [ | Controlled and randomized intervention | 20 | (7–16) | 3 sessions of 60 min each of playing Just Dance 1/2 | 2 months | Physical Activity | Direct observation | The use of exergames as a pedagogical tool can improve the knowledge of students in the movement, which could lead to a fruitful pedagogical collaboration. |
| Research 5. [ | Measurements | 30 | (7–12) | 30 min game x 3 stations | 6 months | Processing and execution time | The use of exergames can complement physical education programs, or substitute for sedentary activities while at home. | |
| Research 6. [ | Intervention | 62 | (12–16) | Investigate whether exploring a 3D video game environment stimulates the hippocampus | 1 month | Examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hope of informing future intervention research | JHU atlas | Correlation between the learning of video games and white matter was evidenced. There was cognitive improvement of working memory and perception. |
| Research 7. [ | Intervention | 126 | (10–15) | Play with Wii platform (Wii Fit and Nintendo games) | 6 weeks | Physical condition | PAQ-C | The use of exergames is a type of exercise and sport friendly intervention that can improve the physical condition and attitude of adolescents towards physical activity. |
| Research 8. [ | Controlled and randomized intervention | 123 | (11-ND) | Use of motor actions in math class | 8 weeks | Reaction speedCognitive performance | “Math Performance Test” | It was emphasized that digital games can be very powerful learning tools that students will always find interesting Math-based exergames had a positive effect on students’ mental computation speed. |