Relational research on sport practice and use of video games according to gender of schoolchildren from Granada
DOI:
https://doi.org/10.14198/jhse.2018.13.Proc2.33Keywords:
New technologies, Video games, Leisure time activities, Physical education, Physical activity levelAbstract
Nowadays our society lives in a technological era that has led to a “technological sedentariness” resulting in a sedentary lifestyle in children that must be tackled by means of physical activity. This research study aims to analyse the link between physical activity and the use of video games. This is a descriptive, cross-sectional and relational research project. A sample made up of 142 students aged between 10 and 12 completed a self-made questionnaire which measured both their physical activity level and their CERV (Video Game Related Experiences Questionnaire). The results obtained through research show that most students do not have any problems concerning video games, and that the use of these can also help in the prevention of sedentary habits. These results have been indicated in the discussion section, contributing to the motivation of students’ in relation to Physical Education, their compromise with the physical practice and the promotion of a long-lasting healthy lifestyle. As a conclusion, the need for using tools such as active video games in order to favour healthy lifestyles and also to prevent sedentary habits is demonstrated.
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