Using Interactive Fitness And Exergames To Develop Physical Literacy
Por Dwayne Sheehan (Autor), Larry Katz (Autor).
Resumo
Introduction
Children today see screen technologies as integral to their daily lives (Cappella, 2000; Prensky,2001) thereby influencing how they spend their spare time and affecting time spent engaging inphysical activity. Excessive sedentary screen time has contributed to an increase in childhood obesity,higher incidences of disease, and difFiculties learning in school (Hancox
Poulton, 2005; Robinson,2 ; Summerford, 2001; Vandewater, Bickham, Lee, 2006; Vandewater, et al-, 2005). Withsedentary screen time at an all-time high, research has shown that a new movement in interactive gamestechnologies, known as interactive fitness or exergames, is motivating children to be more active in anenvironment comfortable to them; one based in technology and gaming (Lleberman, 1997, 2001,2006; Prensky, 2001,2003).
The pedagogical applications of retail exergaming technology as an educational tool to help achieve physical literacy could have a significant impact in the fight againstchildhood inactivity.