THE USE OF EXERGAMES AS AN SUPPLEMENTARY INSTRUMENT IN THE TEACH-LEARNING PROCESS
ALMEIDA, Clauvin, BARRETO, Tatiana, ASSIS, Talita, MARRA, Camila, ARANHA, Glaucio, SHOLL-FRANCO, Alfred. THE USE OF EXERGAMES AS AN SUPPLEMENTARY INSTRUMENT IN THE TEACH-LEARNING PROCESS In: XXVI Reunião Anual da FeSBE, 2011, Rio de Janeiro. XXVI Reunião Anual da FeSBE (online). , 2011. Disponível em http://www.sigeventos.com.br/fesbe/inscricao/mostra_resumo.asp?traId=1&insId=1802
Abstract: Games are important allies in education, since they support the knowledge’s construction by students, and provide an ambient more ludic and interactive for learning. The exergames, a new genre of games, promote a powerful cognitive work through virtual reality mechanisms, during motor tasks execution. In this way, the aim of this study is to report the conception, organization, and application processes of an electronic exergame workshop, occurring during the Second Brain Awareness Week of Rio de Janeiro (“II Semana do Cérebro: Desvendando a Memória”). In addition, we will evaluate the contributions of this kind of teach-learning tool in non-formal teaching environment.Methods and Results:The Second Brain Awareness Week of Rio de Janeiro (15-19/03/2011), an event of scientific divulgation and neurosciences teaching, had this year the theme of memory. Several practical-based activities have been made approaching some types or particularities of memories. In the activity named “Memory in Motion” (“Memória em Movimento”), we analyze characteristics of the operational memory and movement in one way using the exergame “Dance Dance Revolution” (DDR) and the console Wii. In this game the subject need to step at the arrows of a dance platform following correct sequential signs. Keywords: exergame, operational memory, teach-learning proces