Physical Education and New Information & Communications Technologies: The case of digital games of the "exergames" console.


Published: Nov 20, 2017
Keywords:
Physical education ICT digital games curriculum
Γεώργιος Μαντζουράτος
Θεοδώρα Κοκκινάκου
Ελευθέριος Δρόσος
Παναγιώτα Μπίρμπου
Αθηνά Κυλιτζίδου
Abstract

In the 21st century school, it is crucial to introduce alternative teaching methods that will fill the gaps created by the traditional teaching method for the benefit of students. Electronic games have their roots in the primary form of learning "I play and learn" from where they develop their comparative advantages as an educational tool. The purpose of our research was to demonstrate what are the new information and communication technologies (ICT) that can be applied to physical education lessons and how digital interactive games (exergames) can serve the intended purposes Of the curriculum. The review of the literature has shown that exergames cover many of the curriculum's objectives, having the advantage of offering the use of the score to encourage the student and at the same time to provide feedback during the performance. Exergames can promote many of the goals of the Greek curriculum for Physical Education through increasing self-confidence and enthusiasm for engaging in motor activities. The main ones can develop their perceptual skills, namely, kinesthetic perception, visual perception, acoustic perception, tactile perception and coordination skills. Importantly, they can be used to adopt good practices in the psychosocial field through their integration into the style of mutual teaching.

Article Details
  • Section
  • Εισηγήσεις
Downloads
Download data is not yet available.
Author Biographies
Γεώργιος Μαντζουράτος
Καθηγητής Φυσικής Αγωγής
Θεοδώρα Κοκκινάκου
Καθηγήτρια Φυσικής Αγωγής
Ελευθέριος Δρόσος
Δάσκαλος
Παναγιώτα Μπίρμπου
Φιλόλογος
Αθηνά Κυλιτζίδου

Καθηγήτρια Αγγλικής Φιλολογίας