Literature review on technologies and games that motivated people to practice physical activity during the pandemic

Autores

  • Nayara Sendacz ICMC - USP
  • Seiji Isotani USP/Harvard University
  • Danielli Araujo Lima USP/LICRo/IFTM

DOI:

https://doi.org/10.22456/1679-1916.129183

Palavras-chave:

Covid-19 pandemic, physical education, technological games, gamification, scholar sports

Resumo

With the pandemic arrival, changes in people’s lives have become increasingly frequent, also affecting the education and physical health sector. As a consequence, many schools, gyms and clubs ended up closing. However, so that the activities did not stop, there was a need to adapt to technology, involving digital classes, physical activities with the use of applications and data analysis using data science. For this article, a systematic review was carried out, with the objective of evaluating the motivation to practice physical activities during the pandemic (2020 - 2021). We found (226) articles, selected (49) articles and extracted (16). The results, for the most part, were positive for the use of technologies in the practice of physical activities. Thus, the research carried out here reinforces the importance for more research in the area of physical education, health and well-being of people, mainly due to the decrease in this practice due to Covid-19.

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Publicado

2023-01-02

Como Citar

SENDACZ, N. .; ISOTANI, S. .; ARAUJO LIMA, D. . Literature review on technologies and games that motivated people to practice physical activity during the pandemic. Revista Novas Tecnologias na Educação, Porto Alegre, v. 20, n. 2, p. 280–289, 2023. DOI: 10.22456/1679-1916.129183. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/129183. Acesso em: 8 dez. 2023.

Edição

Seção

Tecnologias móveis e mobile learning na formação