{"product_id":"9788417619633","title":"GAMIFICATION IN PHYSICAL EDUCATION","description":"\u003ch2\u003eGAMIFICATION IN PHYSICAL EDUCATION\u003c\/h2\u003e\n\u003ch3\u003eBook Summary\u003c\/h3\u003e\n\u003cp\u003eThis 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.\u003c\/p\u003e\n\u003ch3\u003eWhat is it about?\u003c\/h3\u003e\n\u003cp\u003eThe 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.\u003c\/p\u003e\n\u003ch3\u003eMain Topics\u003c\/h3\u003e\n\u003cul\u003e\n\n\u003cli\u003eGamification as a pedagogical strategy in Physical Education.\u003c\/li\u003e\n\n\u003cli\u003eEducational innovation and new teaching-learning methodologies.\u003c\/li\u003e\n\n\u003cli\u003eUse of technology (virtual platforms) to promote physical activity.\u003c\/li\u003e\n\n\u003cli\u003ePrevention of sedentary lifestyles and childhood obesity through school programs.\u003c\/li\u003e\n\n\u003cli\u003eRe-education of healthy habits through play and student responsibility.\u003c\/li\u003e\n\n\n\u003c\/ul\u003e\n\u003ch3\u003eWho is it recommended for?\u003c\/h3\u003e\n\u003cp\u003eThis 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.\u003c\/p\u003e\n\u003ch3\u003eWhat this book contributes\u003c\/h3\u003e\n\u003cul\u003e\n\n\u003cli\u003eA practical and applied model of gamification (iMotion) ready to be implemented in the classroom.\u003c\/li\u003e\n\n\u003cli\u003eA well-founded reflection on how to turn a current problem (technology and sedentary lifestyles) into an educational opportunity.\u003c\/li\u003e\n\n\u003cli\u003eStrategies to increase motivation and active student participation in their own learning process.\u003c\/li\u003e\n\n\u003cli\u003eTools to combat childhood obesity from a playful and technological perspective.\u003c\/li\u003e\n\n\u003cli\u003eA renewed vision of the role of the teacher and the student in 21st-century Physical Education.\u003c\/li\u003e\n\n\n\u003c\/ul\u003e\n\u003ch3\u003eTechnical Specifications\u003c\/h3\u003e\n\u003cul\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eAuthor:\u003c\/strong\u003e MARTINEZ MARTINEZ, ANTONIO\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003ePublisher:\u003c\/strong\u003e DIEGO MARIN LIBRERO EDITOR SL\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eLanguage:\u003c\/strong\u003e Spanish\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eSubject:\u003c\/strong\u003e EDUCATION PEDAGOGY\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eCollection:\u003c\/strong\u003e O.VARIAS\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eBinding:\u003c\/strong\u003e Paperback\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e February 2019\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eNumber of pages:\u003c\/strong\u003e 70\u003c\/li\u003e\n\n\u003cli\u003e\n\n\u003cstrong\u003eWeight:\u003c\/strong\u003e 100 g\u003c\/li\u003e\n\n\n\u003c\/ul\u003e\n\u003ch3\u003eEditorial Review\u003c\/h3\u003e\n\u003cp\u003eThis 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.\u003c\/p\u003e","brand":"DIEGO MARIN LIBRERO EDITOR SL","offers":[{"title":"Default Title","offer_id":53407422644571,"sku":"9788417619633","price":15.0,"currency_code":"EUR","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1018\/0650\/6331\/files\/978841761963.jpg?v=1781855287","url":"https:\/\/kalamobooks.com\/en\/products\/9788417619633","provider":"Kalamo Books","version":"1.0","type":"link"}