Exergame in education: mapping the research

Authors

  • Diana Marín
  • Jesus Adrian  Ramon-Llin
  • José Francisco Guzman

DOI:

https://doi.org/10.47197/retos.v44i0.90127

Keywords:

bibliometrics, video game, physical education, school, development.

Abstract

This article aims to analyze the effects of the use of exergame in school. To approach the object of study, the analysis of scientific production from a scientometric perspective is combined with content analysis. Scopus and WOS, have been used to identify the documents analyzed. In the bibliometric study, 92 articles have been analyzed, and 43 of them have been used for content analysis, since they are available open. The results show compliance with scientometric laws and it is relevant that most studies were carried out with an educational objective, during school hours, at the Primary stage. The use of exergames related to dance or sports games predominated, with up to 5 intervention sessions of between 15 and 45 minutes. Most studies reported benefits, of a psychological and physical nature. The use of video games has positive effects on the participants that go beyond the development of basic motor skills.

Published

2022-04-01

How to Cite

Marín, D., Ramon-Llin, J., & Guzman, J. F. (2022). Exergame in education: mapping the research. Retos, 44, 64–76. https://doi.org/10.47197/retos.v44i0.90127

Issue

Section

Theoretical systematic reviews and/or meta-analysis