Los exergames como alternativa para la gamificación de las actividades curriculares de los nativos digitales

[EN] You can not pretend to continue educating 21st century students with twentieth century methodologies, we should take advantage of the fact that we educate digital natives. As an emerging technology in the area of education we have serious games, in which are the so-called exergames, video games...

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Detalles Bibliográficos
Autor: Juca Maldonado, Fernando
Tipo de recurso: artículo
Fecha de publicación:2018
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
OAI Identifier:oai:riunet.upv.es:10251/100546
Acceso en línea:https://riunet.upv.es/handle/10251/100546
Access Level:acceso abierto
Palabra clave:Gamificación
Serious games
Exergames
Nativos digitales
Educación
Gamification
Digital natives
Education
Descripción
Sumario:[EN] You can not pretend to continue educating 21st century students with twentieth century methodologies, we should take advantage of the fact that we educate digital natives. As an emerging technology in the area of education we have serious games, in which are the so-called exergames, video games for exercise. Through these games, it is intended to stimulate physical activity using interactive environments that allow an immersive experience that can simulate the sensation of presence. The educational exergames combine elements of video games (which include physical challenges), with learning games (which are cognitively reliable), through the use of mobile devices, augmented reality and applications can be planned exergame activities, allowing physical activity, use methodology of games and that at the same time allow an alternative and complementary method in the teaching - learning process. The present research shows the results obtained from an activity that involves exergames with the students of the first semester of the Metropolitan University while they took their exam; the results obtained allow us to see the effectiveness of gamifying non-ludic activities in education with positive effects.