The present case study involves assistive technologies based on motion capture as immersive and interactive pedagogical tools in Physical Education classes to enhance and empower students’ teaching and learning processes. Based on relevant theoretical frameworks, an educational structure was developed that incorporates lesson plans promoting the integration of these devices into Physical Education classes, using digital games that require students to perform physical movements to execute actions and events during virtual matches. Through an applied, qualitative, and exploratory methodology, this proposal is characterised by its low cost and accessibility, making it feasible for implementation in any basic educational setting. Additionally, the lesson plans were developed to address all thematic units of Physical Education as defined by the National Common Curricular Base (BNCC) established by Brazil's Ministry of Education for various educational levels. Among the results obtained, the creation of a strategic guideline for the use of ICTs in Physical Education by teachers and students stands out, as well as the transformation of immersive and interactive experiences into learning moments through the meaning-making of these experiences. Moreover, the gap between the classroom and the world “beyond the school walls” was reduced. While the use of digital games as pedagogical tools is widely discussed in scientific research, this study contributes by structuring lesson plans that incorporate motion capture sensors in physical activities, promoting a meaningful learning environment and connecting the classroom to the digital reality of contemporary students.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Information and Communication Technologies (ICTs) as Tools in Teaching and Learning in Physical Education Classes for Children

  • Plácido Rogério Pinheiro,
  • Herleson Paiva Pontes,
  • João Batista Furlan Duarte

摘要

The present case study involves assistive technologies based on motion capture as immersive and interactive pedagogical tools in Physical Education classes to enhance and empower students’ teaching and learning processes. Based on relevant theoretical frameworks, an educational structure was developed that incorporates lesson plans promoting the integration of these devices into Physical Education classes, using digital games that require students to perform physical movements to execute actions and events during virtual matches. Through an applied, qualitative, and exploratory methodology, this proposal is characterised by its low cost and accessibility, making it feasible for implementation in any basic educational setting. Additionally, the lesson plans were developed to address all thematic units of Physical Education as defined by the National Common Curricular Base (BNCC) established by Brazil's Ministry of Education for various educational levels. Among the results obtained, the creation of a strategic guideline for the use of ICTs in Physical Education by teachers and students stands out, as well as the transformation of immersive and interactive experiences into learning moments through the meaning-making of these experiences. Moreover, the gap between the classroom and the world “beyond the school walls” was reduced. While the use of digital games as pedagogical tools is widely discussed in scientific research, this study contributes by structuring lesson plans that incorporate motion capture sensors in physical activities, promoting a meaningful learning environment and connecting the classroom to the digital reality of contemporary students.