Exergames to promoting physical literacy in primary school children - Roberta Cottone
Ascolta
Sala Meeting, edificio 15, piano 3, ore 13:30-14:30
The wide spread of digital technologies has profoundly influenced the lifestyles of children and adolescents, the so-called “digital natives” (M. Prensky, 2001). Physical activity is one of the major issues of concern related to children and adolescents; scientific evidence shows that the prolonged and excessive use of digital technologies leads to increased levels of sedentariness and increased risk of developing diseases and developmental issues. Contrary, physical activity has been seen to result in numerous physical, mental and cognitive health benefits that are functional in achieving harmonious development. However, the use of digital tools - such as active video games (exergames) and apps can improve physical activity and motor skills - as innovative means to promote physical activity and motor development in childhood. When appropriately structured, these technologies can effectively enhance coordination, motor competence and motivation towards movement. Evidence shows that only about 28.6% of gamified interventions are fully effective in improving physical activity level, with higher success rates for hose using wearables (e.g., smartwatches, motion sensors) compared to standalone apps. The present study compares three different types of active play intervention to evaluate their effectiveness on motor skills and coordination in primary school children during lesson hours.



