Technologies in physical education (PE) represent a useful tool to increase levels of physical activity and reduce sedentary behavior, but their effectiveness on motor competence development is still unclear. The aim of the study is to assess the effects of physical education intervention based on linear and non-linear didactic approach integrated with technology on motor competencies development.The integration of technology into physical education lessons, combined with non-linear didactics approaches represents an innovative and effective way to develop motor competencies in pri mary school. Technological tools and devices are instruments used by teachers to enhance motor experience, re-oriented the traditional setting in physical education, contextualizing and adapting motor tasks, expanding, and strengthening the relationship between motor learnings in different ways (i.e. active breaks, exergames, active videogames, hybrid learning environment, etc.). However, further studies are needed to confirm the results obtained.

Non-linear didactic technology-based intervention to enhance basic motor competencies with mobak-5–6: a pilot study in primary school Apulia region

Dario Colella
Methodology
2021

Abstract

Technologies in physical education (PE) represent a useful tool to increase levels of physical activity and reduce sedentary behavior, but their effectiveness on motor competence development is still unclear. The aim of the study is to assess the effects of physical education intervention based on linear and non-linear didactic approach integrated with technology on motor competencies development.The integration of technology into physical education lessons, combined with non-linear didactics approaches represents an innovative and effective way to develop motor competencies in pri mary school. Technological tools and devices are instruments used by teachers to enhance motor experience, re-oriented the traditional setting in physical education, contextualizing and adapting motor tasks, expanding, and strengthening the relationship between motor learnings in different ways (i.e. active breaks, exergames, active videogames, hybrid learning environment, etc.). However, further studies are needed to confirm the results obtained.
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11587/472905
 Attenzione

Attenzione! I dati visualizzati non sono stati sottoposti a validazione da parte dell'ateneo

Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact