Élvio Rúbio Gouveia
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Recent Grants
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C645022399-00000057 - eGamesLab
Open Date: 2022-09-01
Close Date:
Grant: Close
Promoting Health and Access to Sport Equipment (PHASE)
Open Date: 2021-01-01
Close Date: 2023-12-31
Grant: Close
AppCovidMadeira
Open Date: 2020-04-20
Close Date: 2020-08-01
Grant: Close
Estudo e desenvolvimento de Tecnologias para Cuidados domiciliários
Open Date: 2020-01-01
Close Date: 2021-07-01
Grant: Close
MTL - Marítimo Training LAB
Open Date: 2019-10-01
Close Date:
Articles (11)
Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3–6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters’ energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
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2024
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2023
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2023
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2023
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2023
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2023
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2023
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2023
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2023
Incorrect postural habits developed already at an early age are predictors of low back pain and functional limitations in adult life. Postural education programs (PEPs) are activities developed in Physical Education classes with the aim of promoting healthy habits. One tool used by PEPs is comics. The objective of this study was to develop comics and apply them as a teaching tool in PEPs for students aged seven to ten years. The procedures were based on individual empowerment principles, including creation activities, reading, painting, crosswords, and discussion of comics. The activities strengthened the students’ interactions, gaining new knowledge that required cognitive and expressive resources to interpret, associate, and conceptualize themes of correct body posture. During six weeks of intervention, knowledge about body posture, anatomy, and health promotion exercises increased significantly in relation to the beginning of activities. The comic book proved to be an effective, attractive, and low-cost didactic resource.
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2023
Year:
2023
Collaborators (12)
Andreas Ihle
University of Geneva
Grzegorz Żurek
Wroclaw University of Health and Sport Sciences
Hugo Sarmento
Associate Professor
University of Coimbra
Pedro Campos
Associate Professor with Habilitation
Universidade da Madeira
Adam Field
Lecturer in Sport Science and Elite Performance
Manchester Metropolitan University
Cíntia França
Invited Assistant Professor
Universidade da Madeira
Fátima Baptista
Universidade de Aveiro
Krzysztof Przednowek
Professor
Rzeszów University
Adilson Marques
Auxiliary Professor
Universidade de Lisboa Faculdade de Motricidade Humana
Duarte Henriques-Neto
Professor
Instituto Politécnico de Leiria
Bartosz Dziadek
Assistant Professor
Rzeszów University
Tomasz Krzeszowski
Associate Professor
Rzeszów University
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