Abstract

Introduction: Technologies in physical education, as Exergames (EXGs) or Active Videogames (AVGs), represent a useful tool to increase levels of physical activity and reduce sedentary behavior, but their effectiveness on motor competence development is still unclear. The aim of the study is to gain new knowledge about the development of motor competences, assessed under two different experimental conditions: (a) technology-based intervention protocol without teacher mediation, and (b) technology-based intervention with teacher mediation, based on the variation of teaching styles in a non-linear didactic approach. Material and methods: The sample consisted of 120 primary school children, ranged from 10 to 11 years, divided in Normal weight (Nw) and Overweight-Obese (Ow-Ob), according to BMI, and assigned to Experimental Group (EG) and Control Group (CG). EG followed a non-linear didactic approach, based on the use of different teaching styles, proposing different variants of motor tasks, and soliciting various learning methods, while in CG teachers explained and demonstrated only one variant of the proposed task, with children practicing and performing sequentially what was proposed. Motor competencies development was assessed with MOBAK-5, pre- and after one week at the end of intervention. Results: Evidenced positive effects on both Nw and Ow-Ob groups in EG, and on total sample, improving scores in all MOBAK subtest and total motor qualifications, while less positive effects can be observed in Control group for Normal-weight sample. Discussion: The integration of technology into physical education lessons, combined with non-linear didactics approaches represents an innovative and effective way to develop motor competencies in primary school. However, further studies are needed to confirm the results of this study.

Highlights

  • Technologies in physical education, as Exergames (EXGs) or Active Videogames (AVGs), represent a useful tool to increase levels of physical activity and reduce sedentary behavior, but their effectiveness on motor competence development is still unclear

  • Participants The sample consisted of 120 primary school children (F: 54; M: 66), ranged from 10 to 11 years, divided in Experimental Group (EG) and Control Group (CG)

  • The program was structured to implement technology into curricular physical education lessons to assess (a) motor competences development according to Normal weight (Nw) (Normal Weight) and Ow-Ob (Overweight-Obese) BMI; (b) the effect of technology-based intervention and teaching styles on motor competences development according to BMI; (c) verify the feasibility and acceptability of physical education programs integrated with technology

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Summary

Introduction

Technologies in physical education, as Exergames (EXGs) or Active Videogames (AVGs), represent a useful tool to increase levels of physical activity and reduce sedentary behavior, but their effectiveness on motor competence development is still unclear. Discussion: The integration of technology into physical education lessons, combined with non-linear didactics approaches represents an innovative and effective way to develop motor competencies in primary school. Technologies reached great attention and importance even in the field of physical education and physical activity [9] with the development of Exergames (EXGs) and Active Videogames (AVGs), as digital games to reduce time spent in sedentary activity [10,11], and assessment tools (pedometers, heart rate monitors and accelerometers) to monitor physical activity levels and energy expenditure [12]. In school setting interventions aimed at enhancing quality of physical education and motor competencies development required an accurate analysis strategies, activities and methodologicaldidactical approaches used

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