dc.contributorBernardi, Giliane
dc.creatorIlha, Phillip Vilanova
dc.date.accessioned2016-09-23T14:53:10Z
dc.date.accessioned2019-05-24T20:42:09Z
dc.date.available2016-09-23T14:53:10Z
dc.date.available2019-05-24T20:42:09Z
dc.date.created2016-09-23T14:53:10Z
dc.date.issued2010
dc.identifierhttp://repositorio.ufsm.br/handle/1/2197
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/2842946
dc.description.abstractThe present study has as objective to verify if the games of rhythmic activities of the videogame “Play Station 2”, that it uses the control in the carpet style, it motivates the pupils to the practical one of Physical Education. Verifying itself quantitatively if significant differences between the levels of intrinsic and extrinsical motivation exist, and qualitatively analyzing the reasons pointed for the pupils in liking or not them lessons. The results had shown that, in the extrinsical motivation, 10 of the 16 alternatives of reply statistical present significant differences between the daily pay and after-test. And in the intrinsic motivation it has significant difference in 08 of the 16 alternatives of answers. In the qualitative analyzes, one evidenced that the locutions of the after-test are richer in aspects that allow to greater chances for the maintenance of the motivation, therefore work with new abilities, challenges and medias. One evidenced that, through the use of rhythmic activities of the videogame, it had the increase of the positive relations of affection, the acceptance of the pupil for the group and teacher, the taste to learn new abilities and new challenges.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherCentro de Tecnologia
dc.rightsAcesso Aberto
dc.subjectMotivação
dc.subjectEducação física
dc.subjectMídias na educação
dc.subjectVideogame
dc.titleO videogame como atividade motivadora na aula de Educação Física
dc.typeTrabalho de Conclusão de Curso de Especialização


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