학술논문

WEBGAMES AND THE FOUR PILLARS OF EDUCATION
Document Type
article
Source
Journal of Physical Education, Vol 33 (2022)
Subject
Videogames
Education
Physical Education and Training
Special aspects of education
LC8-6691
Sports
GV557-1198.995
Language
English
Portuguese
ISSN
2448-2455
Abstract
ABSTRACT The contributions of technology to human development are striking; in the education field, changes in material resources being pointed out as a reference for this development in the educational context. A way of taking possession of these technologies has been seen with a quite prosperous initiative known as webgames. The "Learning: The Treasure Within " report proposes principles for improving the educational process and for a new concept of learning, founded on the four pillars of education: learning to know, to do, to live together, and to be. The objective of this article is to present theoretical reflections of conversation between webgames and the methodology based on the four pillars of education, in the context of social projects. Webgames are playful games, transposed from the environment of digital games, to be experienced with the body. Social projects that focus on education and citizenship, in order to achieve their goals, usually use playful games and sport. Thus, playful games and sport, have the habit of stimulating human movement, through physical activity. We conclude that there is a possibility for physical education professionals who work in social projects to choose to use webgames, to create alternatives to encourage the movement of children.