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Autor/inn/enHansen, Lisa; Sanders, Stephen W.
TitelActive Gaming: Is "Virtual" Reality Right for Your Physical Education Program?
QuelleIn: Strategies: A Journal for Physical and Sport Educators, 25 (2012) 6, S.24-27 (4 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0892-4562
SchlagwörterPhysical Education; Physical Activities; Children; Teacher Educators; Computer Simulation; Games; Video Technology; Program Effectiveness; Curriculum Development; Computer Uses in Education
AbstractActive gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other similar products, in order to introduce appealing and more physically motivating activities into their programs. However, many teachers still have questions and concerns related to accepting active gaming as a method of increasing children's physical activity. This article discusses seven central concerns that have been identified by physical educators moving to implement active gaming into their curriculum. These concerns have been summarized as: (1) Just go outside and play; (2) Why would we encourage more screen time?; (3) Traditional physical activity is better than technological physical activity; (4) Active gaming breaks the piggy bank; (5) Active gaming takes up too much space; (6) Durability and service is problematic; and (7) Children will get bored. (Contains 3 figures.) (ERIC).
AnmerkungenAmerican Alliance for Health, Physical Education, Recreation and Dance. 1900 Association Drive, Reston, VA 20191. Tel: 800-213-7193; Fax: 703-476-9527; e-mail: info@aahperd.org; Web site: http://www.aahperd.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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