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[{"key": "dc.contributor.advisor", "value": "Kettunen, Tarja", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Uitto, Mika", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2022-05-31T13:26:06Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2022-05-31T13:26:06Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2022", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/81381", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Lapset ja nuoret liikkuvat liian v\u00e4h\u00e4n sek\u00e4 viett\u00e4v\u00e4t liikaa aikaa paikallaan ja ruutujen \u00e4\u00e4ress\u00e4. Videopeleist\u00e4 on tullut yksi yleisimmist\u00e4 lasten ja nuorten ruutuajan muodoista. Fyysisesti passiivisten videopelien ohelle on kehitetty my\u00f6s fyysisesti aktiivisia vaihtoehtoja, joiden pelaaminen vaatii aktiivista kehon liikett\u00e4. N\u00e4it\u00e4 kutsutaan aktiivisiksi videopeleiksi. Lasten ja nuorten fyysisesti passiivisen ruutuajan korvaaminen aktiivisemmilla vaihtoehdoilla voi johtaa fyysisen aktiivisuuden lis\u00e4\u00e4ntymiseen ja parempaan terveyteen. \nT\u00e4m\u00e4n pro gradu -tutkielman tarkoituksena oli kuvata opettajien n\u00e4kemyksi\u00e4 aktiivisista videopeleist\u00e4 lasten ja nuorten fyysisen aktiivisuuden edist\u00e4misess\u00e4. Tutkimuksen aineisto ker\u00e4ttiin puolistrukturoiduilla teemahaastatteluilla kev\u00e4\u00e4ll\u00e4 2022 eri oppiasteilla ty\u00f6skentelevilt\u00e4 opettajilta (N=6), joilla oli kokemusta iWall -liikuntapelisein\u00e4n hy\u00f6dynt\u00e4misest\u00e4 lapsiin ja nuoriin liittyv\u00e4ss\u00e4 ty\u00f6ss\u00e4. Litteroitu aineisto analysoitiin laadullisen sis\u00e4ll\u00f6nanalyysin avulla. \nTulokset osoittivat aktiivisten videopelien olevan tutkittavien kokemusten perusteella motivoiva liikuntamuoto, johon lasten ja nuorten suhtautuminen oli my\u00f6nteist\u00e4. Pelien n\u00e4htiin voivan kannustaa aktiivista el\u00e4m\u00e4ntyyli\u00e4 kohtaan sek\u00e4 edist\u00e4\u00e4 yksil\u00f6n liikuntasuhdetta. Lapsilla ja nuorilla oli aktiivisia videopelej\u00e4 kohtaan mieltymyksi\u00e4, joihin oli mahdollista vastata monipuolisella pelivalikoimalla. Aktiiviset videopelit n\u00e4htiin hyv\u00e4n\u00e4 keinona paikallaanolon v\u00e4hent\u00e4miseen, mutta niiden ei n\u00e4hty korvaavan perinteist\u00e4 liikuntaa. Aktiivisilla videopeleill\u00e4 n\u00e4htiin kouluymp\u00e4rist\u00f6ss\u00e4 monia hy\u00f6dynt\u00e4mismahdollisuuksia, jotka kuitenkin vaativat aktiivista ja organisointikykyist\u00e4 henkil\u00f6st\u00f6\u00e4. Omaehtoisuus iWall -peleiss\u00e4 n\u00e4ytt\u00e4ytyi mahdollisuutena valita pelit ja vaikeustasot, kyvykkyys ilmeni taitojen kehittymisen\u00e4, kilpailullisuutena, eri tasoisten pelaajien huomiointina sek\u00e4 palkitsevuutena ja yhteis\u00f6llisyys n\u00e4htiin keskeisen\u00e4 aktiivisen videopelaamisen elementtin\u00e4, joka edisti sek\u00e4 lasten keskin\u00e4ist\u00e4 ett\u00e4 lasten ja opettajien v\u00e4list\u00e4 vuorovaikutusta.\nTulosten perusteella aktiiviset videopelit voivat olla hyv\u00e4 keino lasten ja nuorten fyysisen aktiivisuuden edist\u00e4miseen ja ne n\u00e4ytt\u00e4v\u00e4t edist\u00e4v\u00e4n lasten ja nuorten liikuntasuhdetta. Koulu vaikuttaa olevan otollinen toimintaymp\u00e4rist\u00f6 aktiivisille videopeleille, mutta aktiivinen ja organisointikykyinen henkil\u00f6st\u00f6 on edellytys pelien onnistuneelle hy\u00f6dynt\u00e4miselle. Aktiivisen videopelaamisen omaehtoisuus, kyvykkyys ja yhteis\u00f6llisyys n\u00e4ytt\u00e4ytyv\u00e4t iWall -liikuntapelisein\u00e4ll\u00e4 t\u00e4rkein\u00e4 pelaamismotivaatiota edist\u00e4vin\u00e4 osatekij\u00f6in\u00e4, jotka on aiheellista ottaa huomioon aktiivisten videopelien kehitt\u00e4misess\u00e4. Tutkimuksen tuloksia voidaan hy\u00f6dynt\u00e4\u00e4 aktiivisten videopelien suunnittelussa ja kehitt\u00e4misess\u00e4 sek\u00e4 lis\u00e4\u00e4m\u00e4\u00e4n tietoisuutta aktiivisten videopelien hy\u00f6dynt\u00e4misest\u00e4 kouluymp\u00e4rist\u00f6iss\u00e4.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "The majority of children and adolescents fail to meet the physical activity guidelines and spend too much time on sedentary behaviors and screen-based activities. Video games have become one of the most common forms of screen time. As a physically active option to traditional video games, a genre of active video games (exergames) has emerged. Active video games require active bodily movement of the player, which can lead to increased physical activity and better health.\nThe purpose of this thesis was to explore the experiences of active video games in promoting physical activity in children and adolescents. Semi-structured interviews were conducted to collect the research material in the spring of 2022 from teachers (N=6) who had experience using the exergame product \u201ciWall\u201d with children or adolescents in school environments. The interviews were transcribed and analyzed with qualitative content analysis. \nThe results showed that for children and adolescents, active video gaming was seen as a positively perceived and highly motivating form of exercise that can encourage an active lifestyle and promote positive attitudes towards exercise. Children and adolescents were viewed to have specific preferences for active video games, which could be met by providing a versatile game library. Active video games were seen as a good option for reducing sedentary behavior, but not as a valid replacement for traditional exercise. Active video games had been used in multiple ways in school environments. Promoting active video gaming in schools was observed to require good organizational skills and active participation of the staff. Autonomy in iWall -games was presented as the opportunity to choose between games and difficulty levels. Competence manifested itself as competitiveness, development of skills, rewards and consideration of individual differences. Relatedness appeared as an important element of the iWall -games, promoting both child-to-child and child-to-adult interaction.\nBased on the results, active videogames can be a good tool to promote physical activity in children and adolescents in school settings and can promote positive attitudes towards exercise. Schools can be seen as favorable environments for active videogames, but promoting active video gaming in schools requires good organizational skills and active participation of the staff. Autonomy, competence and relatedness appear to be important components in promoting active video gaming motivation on the exergame product \u201ciWall\u201d. These results can be used in developing more engaging active video games and to raise awareness of the potential of active video gaming among children and adolescents in school environments.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Miia Hakanen (mihakane@jyu.fi) on 2022-05-31T13:26:06Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2022-05-31T13:26:06Z (GMT). No. of bitstreams: 0\n Previous issue date: 2022", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "75", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.format.mimetype", "value": "application/pdf", "language": null, "element": "format", "qualifier": "mimetype", "schema": "dc"}, {"key": "dc.language.iso", "value": "fin", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "aktiiviset videopelit", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "itseohjautuvuusteoria", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Opettajien kokemuksia aktiivisista videopeleist\u00e4 lasten ja nuorten fyysisen aktiivisuuden edist\u00e4misess\u00e4", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202205313005", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Pro gradu -tutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Master\u2019s thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Liikuntatieteellinen tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Sport and Health Sciences", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Liikunta- ja terveystieteet", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Sport and Health Sciences", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Terveyskasvatus", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Health Education", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", "schema": "yvv"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_bdcc", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": null, "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "masterThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.subject.oppiainekoodi", "value": "50411", "language": "", "element": "subject", "qualifier": "oppiainekoodi", "schema": "dc"}, {"key": "dc.subject.yso", "value": "itseohjautuvuus", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "videopelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "nuoret", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "fyysinen aktiivisuus", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "videopelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "lapset (ik\u00e4ryhm\u00e4t)", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.format.content", "value": "fulltext", "language": null, "element": "format", "qualifier": "content", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}, {"key": "dc.type.okm", "value": "G2", "language": null, "element": "type", "qualifier": "okm", "schema": "dc"}]
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