
How to include video games in physical education efficiently
To include video games in physical education, educators can strategically integrate them into the curriculum. They can choose active games that require physical movements and
After research and content on sport video gaming dilemmas in each country, after piloting the HOPASUS Educational Toolkit that will generate content for the videos from university classrooms, school classrooms, NGOs youth activities, etc, the partners will elaborate a video tutorial in each country on how to use sport videogaming in sport education, taking into consideration game design principles and psychology through the game tutorial. The design will make a huge difference in how children/youth/teachers and parents receive sport video games. The tutorials will explain how you can educate new players (children, youth, teachers, parents) and engage experienced players in sport education at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies.
To include video games in physical education, educators can strategically integrate them into the curriculum. They can choose active games that require physical movements and
Using video games to encourage sports among kids is incredibly useful for several reasons. These games provide an interactive and engaging platform that captures children’s
In this video, we will outline a few examples of specific games designed to encourage sporting activity among kids. These games are carefully crafted to
HopaSus Erasmus Sport Plus project was born out of the need of teachers and youth workers from 4 European countries to develop their digital skills and become more resilient in times of pandemics by using sport video games in their virtual or face-to-face classrooms. The aim of the project is to encourage sport teachers to recognize the potential of video games and sport applications and experiment with new strategies for incorporating them into their gyms and classrooms, and to promote the inclusion of “video games addicted youth” by changing the paradigm of persistent stereotyping of video games as predominantly mindless, violent forms of entertainment, into seeing the potential of video gaming technologies as instructional tools that takes out the children from the desk chair out into the sport field.