Exergames as Teaching Tools: New Forms of Human Machine Interaction
Abstract
Video games are the focus of a controversial pedagogical debate. Generally we can divide the
participants in this debate into two factions: on the one hand we have those who, defending the
traditional teaching, reject any possible use of videogames for educational purposes, often without a
thorough understanding of them, on the other hand who sees enormous potential in these new tools
and promote them, sometimes uncritically. The data presented in this article show that video games
have actually led to a change in the lifestyle of young, influencing their activities and habits and that
they are an issue that the pedagogy and didactics can not avoid facing. The opportunity to create
serius-games for educational purposes looks like a wonderful opportunity to capitalize the time that
an increasing number of young people invested in this activity. Since video games are divided into
sub-categories, each of which has its own rules and gameplay, its own grammar and syntax, before
starting to develop serious-games for educational purpose it is necessary to analize the theoretical
scenario of pedagogy to identify what type of video game can be realy usefull for educational
purposes.Therefore the aim of this study is to analyze the different types of video games in order to
identify which of these might be useful to develop video games in the educational environment.
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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.