Acessibilidade / Reportar erro

Exergames in the School Physical Education as intensifier of the teaching action in the digital culture

ABSTRACT

This article reports the introduction of exergames (EXG) in the routine of an urban public school in Physical Education (PE) classes. The research sought to understand and systematize teaching meanings about the use of EXG in pedagogical practices, considering potentialities and limitations. In the study two video games Xbox One with Kinect were used by a professor of PE and his students of the 3rd year of High School. Methodologically, an action-research was carried out based on the introduction of video games in the classes, which allowed: immersion of researchers in the context of study and their approximations of the research subjects; intervention in school daily life; generation of empirical data through audiovisual documentation, observations, questionnaires and interview. With these actions it was possible to identify / observe: reconfiguration of school spaces for PE; re-significations in the pedagogical actions involving a process of review and reflection on the practice; introduction of new reference contents in the curricular unit; improvements in student motivation for classes; development of a participatory student culture. The limitations involving the use of EXG in classes were associated with the number of students and the estimated time for classes. The systematized indicators suggest that EXG foster a positive encounter between school, practices of PE and the digital culture, and this technology can be considered as an expansion of the corporal experiences.

Keywords:
Exergames; Physical School Education; Digital Culture

Setor de Educação da Universidade Federal do Paraná Educar em Revista, Setor de Educação - Campus Rebouças - UFPR, Rua Rockefeller, nº 57, 2.º andar - Sala 202 , Rebouças - Curitiba - Paraná - Brasil, CEP 80230-130 - Curitiba - PR - Brazil
E-mail: educar@ufpr.br