Prototype: An application that can change the physical activity levels of children and adolescents
DOI:
https://doi.org/10.12820/rbafs.27e0290Keywords:
Computer software, Mobile applications, Public health, Physical activityAbstract
In the challenge of making children and young people more physically active, possibilities of uniting knowledge between digital games and physical activity and, as a product, the exergames have emerged. Using this method as a possibility of behavior change, the present study aimed to present a prototype of an exergame that stimulates the increase of physical activity levels in adolescents. In order for the user to be able to use the exergame as a mobile application, it is necessary to register initially with personal and anthropometric data, establish goals by time, and then start using it. The proposal is to make the application available to schools and students for research, evaluating the influence of the exergame on the level of habitual physical activity, displacement, participation in physical education classes, motivation and interest for changing behavior of physical activity throughout the day, among other parameters. Equipping Physical Education professionals with these new healthcare tools is necessary, and they can be pedagogical for the paradigm shift on how to contribute to a healthier aging and with more quality of life.
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