Exergames Em Rede: a Educação Física No Cyberspace

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Exergames Em Rede: a Educação Física No Cyberspace Universidade Federal do Rio Grande – FURG Programa de Pós-Graduação em Educação em Ciências Exergames em rede: a Educação Física no Cyberspace Por: César Augusto Otero Vaghetti Orientadora: Dra. Silvia Silva da Costa Botelho Rio Grande, 25 de janeiro de 2013. ii EXER GAMES EM REDE: A EDUCAÇÃO FÍSICA NO CYBERSPACE Por César Augusto Otero Vaghetti Tese de Doutorado apresentada ao programa de Pós- Graduação em Educação em Ciências, da Universidade Federal do Rio Grande, RS, como requisito parcial para a obtenção do título de Doutor em Educação em Ciências. Rio Grande, 2013 iii UNIVERSIDADE FEDERAL DO RIO GRANDE – FURG PROGRAMA DE PÓS-GRADUAÇÃO EM EDUCAÇÃO EM CIÊNCIAS A COMISSÃO EXAMINADORA, ABAIXO ASSINADA, APROVA A TESE: Exer games em rede: a Educação Física no cyberspace ELABORADA POR: CÉSAR AUGUSTO OTERO VAGHETTI COMO REQUISITO PARCIAL PARA A OBTENÇÃO DO GRAU DE DOUTOR EM EDUCAÇÃO EM CIÊNCIAS COMISSÃO EXAMINADORA: ____________________________________________________________________ Profa. Dra. Silvia Silva da Costa Botelho (Orientador FURG – PPGEC / C3) ___________________________________________ Profa. Dra. Diana Francisca Adamatti (FURG – C3) ___________________________________________ Profa. Dra. Eliane Ribeiro Pardo (UFPel) ___________________________________________ Prof. Dr. João Alberto da Silva (PPGEC/FURG) Rio Grande 2013 iv “...quando a experiência é intrinsecamente compensadora, é justificada no presente, em vez de ser refém de um hipotético ganho futuro...” (Mihaly Csikszentmihalyi, autor da Teoria da Ótima Experiência, 1975) v DEDICATÓRIA Primeiramente a Deus, a Jesus e à Santa Teresinha, que me deram forças para suportar as dificuldades do caminho; sem eles, sem a confiança da sua força, e sem a certeza da sua presença...... eu não eteria conseguido. A primeira pessoa a dedicar este trabalho é minha mãe...... dedico este trabalho e também toda a minha vida acadêmica e profissional a minha mãe, Maria Carolina Otero Vaghetti, a qual, pós-graduada em pedagogia, não mediu esforços, incentivando-me e orientando-me em todas as fases de meus estudos, desde o jardim de infância (as fases mais complicadas), passando pela graduação, mestrado e agora no doutorado. Obrigado MÃEZINHA!!! Ao meu pai, Wilmar Biazoli Vaghetti que, como atleta profissional de futebol e também atleta amador de natação e saltos ornamentais, foi figura decisiva na escolha da minha profissão: seria impossível pensar em educação física sem a presença de um pai atleta. Obrigado PAIZINHO!!! Dedico também todo este período de vida acadêmica a Marina, que me ajudou, incentivou e me suportou nesses quatro anos de doutoramento: Obrigado, MEU AMOR!!! vi AGRADECIMENTOS À minha orientadora, que aceitou o desafio de orientar um “surfista”; te agradeço por dizer não a quem desencorajou nossa parceria, tentanto inculcar o preconceito e a ignorância de que um surfista não consegue ter sucesso, não pode ser inteligente e muito menos estar inserido em um forte grupo de pesquisa como o NAUTEC. Obrigado Silvia, pela confiança depositada ao longo destes anos de doutoramento; obrigado pelas cobranças, pela orientação; pela visão que tivestes deste trabalho, pois juntos descobrimos um nicho fantástico para pesquisa, tanto para a Engenharia de Computação e Educação Fisica quanto para a Educação em Ciências. Obrigado a Elisa, madrinha do meu filho, pois foi quem me apresentou a Silvia.... iniciando todo esse processo.... obrigado comadre!!! Obrigado aos professores João e Diana, que participaram da qualificação e da defesa desta tese, meus mais profundos agradecimentos não apenas pela contribuições cientificas para a tese, mas por aceitar a participação na banca em um momento conturbado. À minha amiga, e agora colega na UFPel, Eliane, que também não apenas colaborou com suas críticas, mas vem ao longo dos anos colaborando para minha formação científica, obrigado pela amizade, espero continuar aprendendo contigo.... obrigado!!! Às professoras do PPGEC, Sheyla, Paula Ribeiro, Paula Henning, e Débora; pois as discussões nas temáticas cognição e currículo, contribuíram profundamente para a elaboração desta tese, influenciando inclusive a delimitação da pesquisa. Agradeço mais uma vez em especial à Sheyla e a Débora, quando precisei defender às pressas, por facilitar o andamento do processo. Aos funcionários do PPGEC, em especial a Glenda, pelo trabalho prestado na secretária, sempre na maior boa vontade, é muito bom receber esse feedback, obrigado. Aos professores do Colégio Salesiano, Rafael e Fafa e o funcionário Mauro que colaboraram para o desenvolvimento desta pesquisa. À minha sogra, Ceres, por toda a ajuda nesse processo, cuindando do Pedrinho, discutindo psicologia, incentivando, enfim....MUITO OBRIGADO!!! Por fim a todos os meus amigos e familiares que souberam reconhecer a dificuldade de um trabalho desses e que me deram apoio, obrigado a todos, espero continuar a usufruir dessa amizade!!! Muito obrigado. vii HOMENAGEM “Uma homenagem a um grande amigo, com o qual eu brinquei e JOGUEI...... durante longos e felizes 12 anos”. Occy (4/4/2000 – 7/9/2012) viii RESUMO Exergames em rede: a Educação Física no cyberspace O jogo, nas suas diversas formas, constitui uma parte importante da aprendizagem e do processo de interação social das crianças. No contexto do desenvolvimento cognitivo, por exemplo, a reprodução é considerada fundamental para os processos de estabilização e para o desenvolvimento das estruturas cognitivas. Os videogames têm se tornado uma atividade ubíqua na sociedade atual. Os games , além de serem utilizados como entretenimento, também o são com o objetivo de educar ou de treinar alguma habilidade, nas áreas da educação e da computação. Dessa forma, os games fazem parte das novas tecnologias usadas para a criação de ambientes virtuais de aprendizagem, amplamente discutidas em educação em ciências. Recentemente, em razão da disponibilidade de utilização de tecnologias de sensoriamento e rastreio de baixo custo, uma nova classe de videogame surgiu: o exergame , combinando game e exercício físico. O objetivo desta tese foi explorar a experiência do uso de exergame em rede para o ensino de educação física no cyberspace , em crianças na idade escolar (n=39) e estudantes universitários (n=46), identificando seus aspectos motivacionais, através do uso da Teoria do Fluxo e da Teoria da Autodeterminação. Foi utilizado como instrumento de medida o Long Flow State Scale (FSS-2) – Physical para verificar a motivação dos estudantes no exergame Kinect Sports , modalidade table tennis , do console Kinect XBOX. Os resultados desta tese indicam que o sistema exergame Kinect table tennis possui feedback suficiente para o ensino das técnicas do tênis de mesa no cyberspace, local onde os jogadores trocaram informações acerca dos fundamentos desse esporte; assim, a observação dos movimentos do avatar também pôde ser utilizada para a aprendizagem motora. Os valores de fluxo encontrados nesta pesquisa confirmaram a hipótese de que os valores mais elevados estariam no grupo Networked. Embora tenham sido encontrados valores crescentes de fluxo a partir do grupo Singleplayer, com o menor valor, o único com valor médio acima de 4 (quatro) foi encontrado no grupo Networked , caracterizando, assim, um estado de fluxo. Exergames em rede podem ser usados como Social Exergames , ou seja, como redes sociais para atividades físicas. Palavras-chave: Exergame, Motivação, Fluxo, cyberspace , Educação Física ix ABSTRACT Exergames networked: the physical education in cyberspace The game is an important part of learning cognitive and social interaction of children. In the context of cognitive, for example, reproduction is considered essential for the stabilization processes, and for the development of cognitive structures. Video games have become a ubiquitous activity in today's society. Games, besides being used as entertainment, are being used in order to educate or train some skill in the areas of education and computing. Games are part of the new technologies used to create virtual learning environments widely discussed in science education. Recently due to the availability of use of sensing technologies and low cost screening, a new class of game emerged, the Exergame, matching game and exercise. The purpose of this dissertation was to explore the use of Exergame network for teaching physical education in cyberspace, in school age children (n=39) and college students (n=46), identifying their motivational aspects through the use of Theory Flow and Self-Determination. The measuring instrument Long Flow State Scale (FSS-2) Physical was used to verify student motivation while playing Exergame Kinect Sports, table tennis modality, in Kinect XBOX console.The results of this thesis indicate the system Exergame Kinect table tennis has enough feedback to teaching the techniques of table tennis in cyberspace, where players exchanged information on the grounds of sport, thereby observing the movements of the avatar could also be used for motor learning. Flow values found in this study confirm the hypothesis that higher values would Networked group. Although we found increasing values of flow from the group Singleplayer, with the lowest value, the one with above average value of 4 (four) was found in the group Networked, characterizing a state of flux. Exergames network can be used as social exergames, i.e. how social networks to physical activities. Keywords: Exergame, Motivation, Flow, Cyberspace, Physical Education x SUMÁRIO RESUMO ..........................................................................................................................................................
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