The benefits of active video games for educational and physical activity approachesA systematic review

  1. Merino Campos, Carlos 1
  2. Castillo Fernández, Héctor del 1
  1. 1 Universidad de Alcalá
    info

    Universidad de Alcalá

    Alcalá de Henares, España

    ROR https://ror.org/04pmn0e78

Revista:
NAER: Journal of New Approaches in Educational Research

ISSN: 2254-7339

Año de publicación: 2016

Volumen: 5

Número: 2

Páginas: 115-122

Tipo: Artículo

DOI: 10.7821/NAER.2016.7.164 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: NAER: Journal of New Approaches in Educational Research

Resumen

Este artículo se propone realizar una revisión sistemática de la literatura actual sobre los videojuegos como herramientas educativas potenciales para la 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 la actividad física y con la educación física. Un segundo objetivo será determinar la eficacia de los videojuegos interactivos en comparación con los enfoques tradicionales de la 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 100 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 la actividad física y la 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.

Referencias bibliográficas

  • Abdul, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game Based Learning: A Systematic Review. Review of Educational Research. In Press. doi:10.3102/0034654315577210
  • Akbari, H., Abdoli, B., Shafizadeh, M., Khalaji, H., Hajihosseini, S., & Ziaee, V. (2009). The effect of traditional games in fundamental motor skill development in 7-9 year-old boys. Iranian Journal of Pediatrics, 19(2), 123-129.
  • Ames, C. (1992). Classrooms: Goals, structures, and student motivation. Journal of Educational Psychology, 84(3), 261-271. doi:10.1037/0022-0663.84.3.261
  • Amory, A. (2010). Learning to play games or playing games to learn? A health education case study with Soweto teenagers. Australasian Journal of Educational Technology, 26(6), 810-829. doi:10.14742/ajet.1044
  • Bailey, B. W., & McInnis, K. (2011). Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics and Adolescent Medicine, 165(7), 597–602. doi:10.1001/archpediatrics.2011.15
  • Banos, R. M., Cebolla, A., Oliver, E., Alcaniz, M., & Botella, C. (2013). Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates. Health Education Research, 28(2), 234-48. doi:10.1093/her/cys044
  • Baranowski, T., Abdelsamad, D., Baranowski, J., O’Connor, T. M., Thompson, D., Barnett, A., & Chen, T. (2012). Impact of an active video game on healthy children’s physical activity. Pediatrics, 129, 636–642. doi:10.1542/peds.20112050
  • Barnett, L. M., Hinkley, T., Okely, A. D., Hesketh, K., & Salmon, J. (2012). Use of electronic games by young children and fundamental movement skills? Perceptual and Motor Skills, 114(3), 1023-1034. doi:10.2466/10.13.PMS.114.3.1023-1034
  • Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of Pediatrics and Adolescent Medicine, 164(7), 664-672. doi:10.1001/archpediatrics.2010.104
  • Birn, T., Holzmann, C., & Stech, W. (2014). MobileQuiz: A serious game for enhancing the physical and cognitive abilities of older adults. Lecture Notes in Computer Science, 8515, 3-14. doi:10.1007/978-3-319-07446-7_1
  • Bofoli, N., Gasperetti, B., Milford, M., Blanchard, D., Yang, S. P., Lieberman, L., & Foley, J.T. (2012). Enjoyment Levels of Youth with Visual Impairments While Playing Different Exergames. INSIGHT: Research and Practice in Visual Impairment and Blindness, 4(4), 171-176.
  • Bonetti, A. J., Drury, D. D., Danoff, J. V., & Miller, T. A. (2010). Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming. Journal of Strength and Conditioning Research, 24, 1799-1803. doi:10.1519/JSC.0b013e3181bab4a8
  • Burguillo, J. C. (2010). Using game-theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566–575. http://dx.doi.org/10.1016/j.compedu.2010.02.018
  • Busch, V., De Leeuw, R. J. J., & Schrijvers, A. J. P. (2013). Results of a multibehavioral health-promoting school pilot intervention in a Dutch secondary school. Journal of Adolescent Health, 52(4), 400-406. doi:10.1016/j.jadohealth.2012.07.008
  • Chen, J. L., & Wilkosz, M. E. (2014). Efficacy of technology-based interventions for obesity prevention in adolescents: a systematic review. Journal of Adolescent Health, Medicine and Therapeutics, 5, 159–170. doi:10.2147/AHMT.S39969
  • Chung, P. J., Vanderbilt, L., & Soares, S. (2015). Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder. Games for Health Journal, 4(3), 225-234. doi:10.1089/g4h.2014.0125
  • Del Castillo, H., Herrero, D., García, A. B., Checa, M., & Monjelat, N. G. (2012). Desarrollo de competencias a través de los videojuegos deportivos: alfabetización e identidad. RED. Revista de Educación a Distancia, 33, 1-22.
  • Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources (Report No. 96,1). Alabama: University of South Alabama.
  • Diest, Lamoth, C. J. C., Stegenga, J., Verkerke, G. J., & Postema, K. (2013). Exergaming for balance training of elderly: state of the art and future developments. Journal of NeuroEngineering and Rehabilitation, 10, 101. doi:10.1186/1743-0003-10-101
  • Dixon, R., Maddison, R., Ni Mhurchu, C. N., Jull, A., Meagher-Lundberg, P., & Widdowson D. (2010). Parents’ and children’s perceptions of active video games: a focus group study. Journal of Children Health Care, 14, 189–199. doi:10.1177/1367493509359173
  • Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video game: The essential introduction. New York: Routledge.
  • Ennis, C. D. (2013). Implications of exergaming for the physical education curriculum in the 21st century. Journal of Sport and Health Science, 2(3) 152–157. doi:10.1016/j.jshs.2013.02.004
  • Errickson, S. E., Maloney, A. E., Thorpe, D., Giuliani, C., & Rosenberg, A. M. (2012). “Dance Dance Revolution” used by 7and 8-year-olds to boost physi cal activity: is coaching necessary for adherence to an exercise prescription? Games for Health Journal, 1, 45–50. doi:10.1089/g4h.2011.0028
  • Fahimi, M., Aslankhani, M., Shojaee, M., Beni, M., & Gholhaki, M. (2013). The effect of four motor programs on motor proficiency in 7-9 years old boys. Middle-East Journal of Scientific Research, 13(11), 1526-1532.
  • Finco, M. D., Reategui, E. B., Variani, P., & Zaro, M. A. (2013). Exergames as a new support tool for physical education classes. In Proceedings of the 2013 International Conference on Collaboration Technologies and Systems (CTS), (pp. 360– 363). Dayton, USA. doi:10.1109/CTS.2013.6567255
  • Fitzgerald, D., Trakarnratanakul, N., Smyth, B., & Caulfield, B. (2010). Effects of a wobble board-based therapeutic exergaming system for balance training on dynamic postural stability and intrinsic motivation levels. The Journal of Orthopaedic and Sports Physical Therapy, 40, 11-19. doi:10.2519/jospt.2010.3121
  • Flynn, R. M., Richert, R. A., Staiano, A. E., Wartella, E., & Calvert, S. L. (2014). Effects of Exergame Play on EF in Children and Adolescents at a Summer Camp for Low Income Youth. Journal of Educational and Developmental Psychology, 4(1), 209-225. http://dx.doi.org/10.5539/jedp.v4n1p209
  • Foley, L., Jiang, Y., Ni Mhurchu, C., Jull, A., Prapavessis, H., Rodgers, A., & Maddison R. (2014). The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial. International Journal of Behavioral Nutrition and Physical Activity, 11, 46. http://dx.doi.org/10.1186/1479-5868-11-46
  • Gagné, R. M. (1984). Learning outcomes and their effects: Useful categories of human performance. American Psychologist, 39, 377-385. http://dx.doi.org/10.1037/0003-066X.39.4.377
  • Gao, Z, Hannon, J. C., Newton, M., & Huang, C. (2011). Effects of curricular activity on students’ situational motivation and physical activity levels. Research Quarterly for Exercise and Sport, 82, 536–544. doi:10.1080/02701367.2011.10599786
  • Gao, Z., Hannan, P., Xiang, P., Stodden, D. F., & Valdez, V. E. (2013). Video game-based exercise, Latino children’s physical health, and academic achievement. American Journal of Preventive Medicine, 44, 240-246. doi:10.1016/j.amepre.2012.11.023
  • Garn, A. C., Baker, B. L., Beasley, E. K., & Solmon, M. A. (2012). What are the benefits of a commercial exergaming platform for college students? Examining physical activity, enjoyment, and future intentions. Journal of physical activity & health, 9(2), 311-318.
  • Gee, J. P. (2004). Situated language and learning, A critique of traditional shooling, New York: Routledge.
  • Gioftsidou, A. et al. (2013). Typical balance exercises or exergames for balance improvement? Journal of Back and Musculoskeletal Rehabilitation, 26(3), 299305.
  • Goersch, C. M. et al. (2013). Exergaming as a Strategic Tool in the Fight against Childhood Obesity: A Systematic Review. Journal of Obesity, 2013 (2013), 18.
  • Goleman, D., & Cherniss, C. (2000). The Emotionally Intelligent Workplace: How to Select for, Measure, and Improve Emotional Intelligence in Individuals, Groups, and Organizations. San Francisco: Jossey-Bass.
  • Hammond, J., Jones, V., Hill, E. L., Green, D., & Male, I. (2014). An investigation of the impact of regular use of the Wii fit to improve motor and psychosocial outcomes in children with movement difficulties: a pilot study. Child: Care, Health and Development, 40(2), 165-175. doi:10.1111/cch.12029
  • Heidi, P., Anni, P., Lotta, K., Minna, A., Ville, L., Tapani, L. N., Jouni, S., & Sanna, S. (2014). Promoting Children’s Health with Digital Games: A Review of Reviews. Games for Health Journal, 3(3), 145-156. doi:10.1089/g4h.2013.0086
  • Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., & Robinson, A. (2006). Confronting the challenges of participatory culture: media education for the 21st century. Chicago: The MacArthur Foundation.
  • Johnson, J. (2008, May, 15). From Atari Joyboard to Wii Fit: 25 years of “exergaming” [Blog post]. Retrieved from http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html doi:10.1016/j.jsams.2015.05.002
  • Johnson, T. M., Ridgers, N. D., Hulteen, R. M., Mellecker, R. R. & Barnett. L. M. (2015) Does playing a sports active video game improve young children’s ball skill competence? Journal of Science and Medicine in Sport. In Press.
  • Kaufman, R., & Zahn, D. (1993). Quality Management Plus: The Continuous Improvement of Education. Washington: ERIC Clearinghouse.
  • Kempf, K., & Martin, S. (2013). Autonomous exercise game use improves metabolic control and quality of life in type 2 diabetes patients a randomized controlled trial. BMC: Endocrine Disorders, 9, 80–91.
  • Klompstra, L. V., Jaarsma, T., & Strömberg, A. (2013). An in-depth, longitudinal examination of the daily physical activity of a patient with heart failure using a Nintendo Wii at home: a case report. Journal of Rehabilitation Medicine, 45(6), 599-602. doi:10.2340/16501977-1151
  • Klompstra, L. V., Jaarsma, T., & Strömberg, A. (2014). Exergaming in older adults: A scoping review and implementation potential for patients with heart failure. European Journal of Cardiovascular Nursing, 13(5), 388–398. doi:10.1177/1474515113512203
  • Kosse, N., Caljouw, S., Vuijk, P., & Lamoth, C. J. C. (2011). Exergaming: interactive balance training in healthy community-dwelling elderly. Journal of Cyber Therapy & Rehabilitation, 4, 399-407.
  • Laufer, Y., Dar, G., & Kodesh, E. (2014). Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review. Journal of clinical Interventions in Aging, 9, 1803–1813. doi:10.2147/CIA.S69673
  • Leatherdale, S. T., Woodruff, S. J., & Manske, S. R. (2010). Energy expenditure while playing active and inactive video games. American Journal of Health Behavior, 34(1), 31-35. doi:10.5993/AJHB.34.1.4
  • LeBlanc, A. G., Chaput, J. P., McFarlane, A., Colley, R. C., Thivel, D., Biddle, S. J. H., et al., (2013) Active Video Games and Health Indicators in Children and Youth: A Systematic Review. PLoS ONE, 8(6), e65351. doi:10.1371/journal.pone.0065351
  • Lieberman, D. (2006). Dance games and other exergames: what the research says. (Unpublished report). Santa Barbara: University of California. Retrieved from http://www.comm.ucsb.edu/sites/secure.lsit.ucsb.edu.comm.d7/files/sitefiles/docume nts/Lieberman%20(2006)%20Dance%20Games%20and%20Other%20Exergames, %20lit%20review.pdf
  • Lu, A. S., Kharrazi, H., Gharghabi, F., & Thompson, D. (2013). A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention. Games Health Journal, 2(3), 131–141. doi:10.1089/g4h.2013.0025
  • Lyons, E. J., Tate, D. F., Ward, D. S., Bowling, J. M., Ribisl, K. M., & Kalyararaman, S. (2011). Energy expenditure and enjoyment during video game play: Differences by game type. Medicine and Science in Sports and Exercise, 43, 1987-1993. doi:10.1249/mss.0b013e318216ebf3
  • Maddison, R., Ni Mhurchu, C. N., Jull, A., Prapavessis, H., Foley, L. S., & Jiang Y. (2012). Active video games: the mediating effect of aerobic fitness on body composition. International Journal of Behavioral Nutrition and Physical Activity, 3, 9-54. doi:10.1186/1479-5868-9-54
  • Maloney, A. E., Threlkeld, K. A., & Cook, W. L. (2012). Games for Health Journal. Comparative Effectiveness of a 12-Week Physical Activity Intervention for Overweight and Obese Youth: Exergaming with “Dance Dance Revolution”. Games for Health Journal, 1(2): 96-103. doi:10.1089/g4h.2011.0009
  • Martin, E. H., Rudisill, M. E., & Hastie, P. A. (2009). Motivational climate and fundamental motor skills performance in a naturalistic physical education setting. Physical Education and Sport Pedagogy, 14, 227-240. doi:10.1080/17408980801974952
  • Mezirow, J. (2000). Learning as transformation. San Francisco: Jossey-Bass A Wiley Company.
  • Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning. A review of the literature. London: Learning and Skills Development Agency. doi:10.1016/j.orcp.2011.11.002
  • Mitchell, B., McLennan, S., Latimer, K., Graham, D., Gilmore, J., & Rush, E. (2013). Improvement of fundamental movement skills through support and mentorship of class room teachers. Obesity Research & Clinical Practice, 7(3), 230-234. doi: 10.1016/j.orcp.2011.11.002
  • Moreno, R., & Mayer, R. E. (2004). Personalized messages that promote science learning in virtual environments. Journal of Educational Psychology, 96(1), 165-173. doi:10.1037/0022-0663.96.1.165
  • Nitz, J. C., Kuys, S., Isles, R., & Fu, S. (2010). Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot study. Climacteric, the Journal of the International Menopause Society, 13, 487-491. doi:10.3109/13697130903395193
  • Nurkkala, V. M., Kalermo, J., & Jarvilehto, T. (2014). Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation. Journal of Communication and Computer, 11, 403-411.
  • 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. doi:10.1016/j.compedu.2009.04.001
  • Peng, W., Crouse, J. C., & Lin, J. (2013). Using active video games for physical activity promotion: a systematic review of the current state of research. Health Education and Behavior, 40(2), 171-192. doi:10.1177/1090198112444956
  • Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Robinson, L. E., & Goodway, J. D. (2009). Instructional climates in preschool children who are at-risk. Part I: object-control skill development. Research Quarterly for Exercise and Sport, 80, 533-542. doi:10.1080/02701367.2009.10599591
  • Roemmich, J. N., Lambiase, M. J., McCarthy, T. F., Feda, D. M., & Kozlowski, K. F. (2012). Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: a controlled laboratory study. International Journal of Behavioral Nutrition and Physical Activity, 9(16). doi:10.1186/1479-5868-9-16
  • Salem, Y., Gropack, S. J., Coffin, D., & Godwin, E. M. (2012). Effectiveness of a low-cost virtual reality system for children with developmental delay: a preliminary randomised single-blind controlled trial. Physiotherapy, 98(3), 189-195. doi:10.1016/j.physio.2012.06.003
  • Sato, K., Kuroki, K., Saiki, S., & Nagatomi, R. (2015). Improving Walking, Muscle Strength, and Balance in the Elderly with an Exergame Using Kinect: A Randomized Controlled Trial. Games for Health Journal, 4(3), 161-167. doi:10.1089/g4h.2014.0057
  • Sheehan, D. P., & Katz, L. (2012). The impact of a six week exergaming curriculum on balance with grade three school children using the Wii Fit+. International Journal of Computer Science in Sport, 11(3), 5-22.
  • Sheikh, M., Safania, A. M., & Afshari, J. (2011). Effect of selected motor skills on motor development of both genders aged 5 and 6 years old. Paper presented at the Procedia Social and Behavioral Sciences, 15, 1723-1725. doi:10.1016/j.sbspro.2011.03.358
  • Sin, H., & Lee, G. (2013). Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. American Journal of Physical Medicine and Rehabilitation, 92(10), 871-880. doi:10.1097/PHM.0b013e3182a38e40
  • Soltani, P., & Vilas-Boas, J. P. (2013). Exploring learning effects during virtual sports through biomechanical analysis. In C. V. de Carvalho, & P. Escudeiro (Eds.), Proceedings of the 7th European Conference on Games Based Learning (pp. 793-796). Porto: Instituto Superior de Engenharia do Porto.
  • Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of diabetes science and technology, 6(4), 812-819. doi:10.1177/193229681200600412
  • Stroebele, N., McNally, J., Plog, A., Siegfried, S., & Hill, J. O. (2013). The association of self-reported sleep, weight status, and academic performance in fifthgrade students. Journal of School Health, 83(2), 77-84. doi:10.1111/josh.12001
  • Sun, H., & Gao, Y. (2015). Impact of an active educational video game on children’s motivation, science knowledge, and physical activity. Journal of Science and Medicine in Sport. In Press.
  • Thompson, W. R., Gordon, N. F., & Pescatello, L. S. (2010). ACSM’s guidelines for exercise testing and prescription. Philadelphia: Lippincott Williams & Wilkins.
  • Tobias, S., Fletcher, J. D., Dai, D. Y., & Wind, A. P. (2011). Review of research on computer games. In S. Tobias, & J. D. Fletcher, Computer games and instruction, Information Age (pp. 127–222). Charlotte: Information Age Publishing.
  • Tripette, J., Murakami, H., Ando, T., Kawakami, R., Tanaka, N., Tanaka, S., & Miyachi, M. (2014) Wii Fit U intensity and enjoyment in adults. BMC Research Notes, 7(1), 567. doi:10.1186/1756-0500-7-567
  • Tzetzis, G., Avgerinos, A., Vernadakis, N., & Kioumourtzoglou, E. (2001). Differences in self-reported perceived and objective measures of duration and intensity of physical activity for adults in skiing. European Journal of Epidemiology, 17(3), 217-222. doi:10.1023/A:1017925731003
  • Van Diest, M., Lamoth, C. J. C., Stegenga, J., Verkerke, G. J., & Postema, K. (2013). Exergaming for balance training of elderly: state of the art and future developments. Journal of NeuroEngineering and Rehabilitation, 10, 101. doi:10.1186/1743-0003-10-101
  • Vernadakis, N., Gioftsidou, A., Antoniou, P., Loannidis, D., & Giannousi, M. (2012). The impact of Nintendo Wii to physical education students’ balance compared to the traditional approaches. Computers & Education, 59(2), 196205. doi:10.1016/j.compedu.2012.01.003
  • Vernadakis, N., Derri, V., Tsitskari, E., & Antoniou, P. (2014). The effect of Xbox Kinect intervention on balance ability for previously injured young competitive male athletes: a preliminary study. Physical Therapy in Sport, 15(2), 148-155. doi:10.1016/j.ptsp.2013.08.004
  • Vernadakis, N., Zetou, E., Derri, V., Bebetsos, E., & Filippou, F. (2014). The Differences between Less Fit and Overweight Children on Enjoyment of Exergames, Other Physical Activity and Sedentary Behaviors. Procedia: Social and Behavioral Sciences, 152, 802-807. doi: 10.1016/j.sbspro.2014.09.324
  • Vernadakis, N., Papastergiou, M., Zetou, E., & Antoniou, P. (2015). The impact of an exergame-based intervention on children’s fundamental motor skills. Computers & Education, 83, 90-102. doi:10.1016/j.compedu.2015.01.001
  • Vogel, J. J., Vogel, D. S. Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright M. (2006). Computer gaming and interactive simulations for learning: A metaanalysis. Journal of Educational Computing Research, 34, 229–243. doi:10.2190/FLHV-K4WA-WPVQ-H0YM
  • World Health Organization. (2010). Global strategy on diet, physical activity and health 2010. Geneva: World Health Organization.
  • Yen, C., Lin, K., Hu, M.,Wu, R., Lu, T., & Lin, C. (2011). Effects of virtual reality-augmented balance training on sensory organization and attentional demand for postural control in people with Parkinson disease: a randomized controlled trial. Physical Therapy, 91(6), 862-874. doi:10.2522/ptj.20100050