The purpose of this thesis is to assess the use of active electronic video games as a form of psychomotor education in early childhood. Online databases such as PubMed and Google Scholar were used to assess the state of the art. The topics from which the literature analysis began and progressed were child psychomotor skills and "video games." The research and data analysis were carried out in English using "systematic review," "randomized control trials," and "meta-analysis" methods. The research was divided into four distinct phases: 1. Gathering and preliminary analysis of the literature, including the selection of relevant articles. 2. Investigation, transcription, synthesis, and evaluation. 3. Tabular organization of collected data highlighting objectives and conclusions. 4. Writing the thesis based on the findings of the analysis. The research was able to demonstrate how active video games provide numerous benefits and advantages to support children with mental, motor, and mental disorders. Despite the fact that the scientific community does not offer explicitly overlapping and conclusive articles to the paper, the material collected and organized in a systematic way allows us to support the positive spin-offs to the use of active video games as a means of psychomotor education
L’obiettivo di questa tesi è la valutazione dell’impiego di videogiochi elettronici attivi, come mezzo di educazione psicomotoria nel periodo della prima infanzia. Lo stato dell’arte è stato analizzato impiegando banche dati online, quali PubMed e Google Scholar. Gli argomenti da cui l'analisi della letteratura è iniziata e progredita sono stati: le abilità psicomotorie del bambino e i "videogiochi". La ricerca e l'analisi dei dati sono state condotte in inglese, utilizzando metodologie di "revisione sistematica", "prove di controllo randomizzate" e "meta-analisi". Il lavoro è stato strutturato in quattro fasi distinte: 1. Raccolta ed analisi preliminare della letteratura con la selezione degli articoli pertinenti. 2. Studio, trascrizione, sintesi e valutazione. 3. Organizzazione in forma tabellare dei dati raccolti evidenziando obiettivi e conclusioni. 4. Redazione della tesi sulla base dell’analisi effettuata. La ricerca ha consentito di dimostrare come i videogiochi attivi forniscano numerosi benefici e vantaggi per supportare i bambini con disturbi psichici, motori e mentali. Nonostante la comunità scientifica non offra articoli esplicitamente sovrapponibili, che portino alle stesse conclusioni dell’elaborato, il materiale raccolto ed organizzato in modo sistematico permette di supportare le ricadute positive all’uso dei videogiochi attivi come mezzo di educazione psicomotoria
VIDEOGIOCHI E SVILUPPO PSICOMOTORIO “L’utilizzo dei videogiochi attivi come strumento di educazione psicomotoria”
VIGORELLI, ALESSANDRO
2021/2022
Abstract
The purpose of this thesis is to assess the use of active electronic video games as a form of psychomotor education in early childhood. Online databases such as PubMed and Google Scholar were used to assess the state of the art. The topics from which the literature analysis began and progressed were child psychomotor skills and "video games." The research and data analysis were carried out in English using "systematic review," "randomized control trials," and "meta-analysis" methods. The research was divided into four distinct phases: 1. Gathering and preliminary analysis of the literature, including the selection of relevant articles. 2. Investigation, transcription, synthesis, and evaluation. 3. Tabular organization of collected data highlighting objectives and conclusions. 4. Writing the thesis based on the findings of the analysis. The research was able to demonstrate how active video games provide numerous benefits and advantages to support children with mental, motor, and mental disorders. Despite the fact that the scientific community does not offer explicitly overlapping and conclusive articles to the paper, the material collected and organized in a systematic way allows us to support the positive spin-offs to the use of active video games as a means of psychomotor educationÈ consentito all'utente scaricare e condividere i documenti disponibili a testo pieno in UNITESI UNIPV nel rispetto della licenza Creative Commons del tipo CC BY NC ND.
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https://hdl.handle.net/20.500.14239/15609