Projeto: Rua de Lazer

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Date

2021-06-30

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Centro Universitário da Fundação de Ensino Octávio Bastos

Abstract

Studies associate screen time in childhood and adolescence with a sedentary lifestyle and, consequently, with overweight and obesity. The promotion of an active lifestyle exercised since childhood is essential for the continuation of this habit in adult life. Young people's fascination with digital games can be used to encourage them to practice physical exercise. Gamification acts in decision-making, teaching to discern moments of cooperation and competition. The methodology was drawn from electronic games, but with a focus on attitudes that encourage the practice of healthy habits outside the game. The target audience were children, residents of São João da Boa Vista. Elaborate challenges, games involving recreational activities and easily accessible materials, so that practitioners could easily perform them from home. Using the gamification method, with progressive difficulty, 15 phases divided into 3 levels were selected: beginner, intermediate and advanced, as the challenges were performed, awards were attributed, here represented by star.

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Educação Fisica, Projeto: Extensão

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