GAMIFICATION IN PHYSICAL EDUCATION


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Description

GAMIFICATION IN PHYSICAL EDUCATION

Book Summary

This book offers a practical and well-founded guide for Physical Education teachers to integrate gamification into the classroom. Through an analysis of the iMotion program, the author presents an innovative methodology that uses technology to combat sedentary lifestyles and foster healthy habits among students. The work proposes a paradigm shift: transforming the cause of the problem—the use of recreational technology—into the educational solution, giving the student an active and playful role in their own learning.

What is it about?

The book addresses the need for innovation in the field of Physical Education, a subject that has traditionally shown resistance to incorporating new methodologies. It begins with a real and pressing problem: the increase in sedentary lifestyles and obesity in the school-age population, driven by the rise of recreational technology. Facing this reality, the author proposes designing and applying a physical activity program based on gamification, called iMotion. It is a virtual platform that structures a program to promote physical and sports activity, where play and technology become pedagogical tools. The work not only describes the tool but advocates for a new way of understanding Physical Education, where the student assumes greater responsibility for acquiring healthy habits in a playful and motivating way.

Main Topics

  • Gamification as a pedagogical strategy in Physical Education.
  • Educational innovation and new teaching-learning methodologies.
  • Use of technology (virtual platforms) to promote physical activity.
  • Prevention of sedentary lifestyles and childhood obesity through school programs.
  • Re-education of healthy habits through play and student responsibility.

Who is it recommended for?

This book is primarily aimed at active or in-training Physical Education teachers and professionals interested in renewing their pedagogical practices. It is also useful for educational researchers, pedagogues, and any professional seeking to integrate gamification and technology into the classroom to promote active and healthy lifestyles among young people.

What this book contributes

  • A practical and applied model of gamification (iMotion) ready to be implemented in the classroom.
  • A well-founded reflection on how to turn a current problem (technology and sedentary lifestyles) into an educational opportunity.
  • Strategies to increase motivation and active student participation in their own learning process.
  • Tools to combat childhood obesity from a playful and technological perspective.
  • A renewed vision of the role of the teacher and the student in 21st-century Physical Education.

Technical Specifications

  • Author: MARTINEZ MARTINEZ, ANTONIO
  • Publisher: DIEGO MARIN LIBRERO EDITOR SL
  • Language: Spanish
  • Subject: EDUCATION PEDAGOGY
  • Collection: O.VARIAS
  • Binding: Paperback
  • Publication Date: February 2019
  • Number of pages: 70
  • Weight: 100 g

Editorial Review

This is a brief work but one of great practical density, which addresses a real challenge of the current educational system: the lack of physical activity among young people. Its main value lies in offering a concrete and applicable solution (the iMotion platform) based on gamification, a booming pedagogical trend. The book will be especially useful for teachers looking to break away from traditional methodology and connect with the technological interests of their students, turning a problem into a learning tool.

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