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Title:Ali lahko s pomočjo aktivnih videoiger vplivamo na gibalno učinkovitost?
Authors:ID Šlosar, Luka (Author)
Files:.pdf Revija_za_elementarno_izobrazevanje_2016_Slosar_Ali_lahko_s_pomocjo_aktivnih_videoiger_vplivamo_na_gibalno_ucinkovitost.pdf (158,68 KB)
MD5: 7E70A9EE2834C498CDB7D202D5DABEBB
PID: 20.500.12556/dkum/757b4912-d36c-4d2a-8d4f-1aff276e97ee
 
URL http://rei.pef.um.si/images/Izdaje_revije/2016/1-2/REI_9_1-2_cl_15.pdf
 
Language:Slovenian
Work type:Scientific work
Typology:1.02 - Review Article
Organization:PEF - Faculty of Education
Abstract:Vse večje zanimanje za videoigre ter s tem povezano naraščanje sedečega načina življenja pri mladostnikih je raziskovalce spodbudilo k iskanju alternativne strategije menjave pasivnega časa pred zasloni z aktivnim. Rešitev so našli v aktivnih videoigrah, ki od igralca zahtevajo telesno aktivnost. Ob spodbudnih rezultatih vpliva aktivnih videoiger na področju zdravega življenjskega sloga se je raziskovanje razširilo še na področje gibalnih sposobnosti in športne učinkovitosti. Namen našega članka je ugotoviti, ali lahko s pomočjo aktivnih videoiger vplivamo na športno učinkovitost. Pozitivni rezultati bi lahko prinesli napredek v športni rehabilitaciji ter v gibalnem učenju in izpopolnjevanju igre v domačem okolju.
Keywords:aktivne videoigre, gibalna učinkovitost, gibalne sposobnosti, spretnosti
Publication status:Published
Publication version:Version of Record
Year of publishing:2016
Number of pages:str. 197-211
Numbering:Letn. 9, št. 1/2
PID:20.500.12556/DKUM-68378 New window
ISSN:1855-4431
UDC:796.012.4
ISSN on article:1855-4431
COBISS.SI-ID:22202888 New window
NUK URN:URN:SI:UM:DK:GGNGTQZJ
Publication date in DKUM:19.09.2017
Views:1643
Downloads:167
Metadata:XML DC-XML DC-RDF
Categories:Misc.
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Record is a part of a journal

Title:Revija za elementarno izobraževanje
Publisher:Založba PEF, Pedagoška fakulteta, Založba PEF, Pedagoška fakulteta, Založba PEF, Pedagoška fakultete Univerze, Univerza na Primorskem, Pedagoška fakulteta, Univerzitetna založba Univerze v Mariboru
ISSN:1855-4431
COBISS.SI-ID:239555072 New window

Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:19.09.2017

Secondary language

Language:English
Title:The potential of active video games (AVG) to improve motor efficiency
Abstract:The growing interest in video games and the related increase in sedentary lifestyles among adolescents has encouraged researchers to look for alternative strategies replacing the passive time in front of the screen with the active one. The solution was found in active video games (AVG), which require physical activity from the player. Given encouraging results about the impact of AVG on healthy lifestyle, subsequent studies were expanded to cover the area of motor abilities and sports performance. The purpose of our article is to determine whether the use of AVG can improve sport performance, bring progress in sports and rehabilitation.
Keywords:active video games, motor efficiency, motor skills, skill transfer, active video training


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This document is a part of these collections:
  1. Revija za elementarno izobraževanje

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