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Impact of an active educational video game on children's motivation, science knowledge, and physical activity

BACKGROUND: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learnin...

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Autores principales: Sun, Haichun, Gao, Yong
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Shanghai University of Sport 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6188572/
https://www.ncbi.nlm.nih.gov/pubmed/30356479
http://dx.doi.org/10.1016/j.jshs.2014.12.004
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author Sun, Haichun
Gao, Yong
author_facet Sun, Haichun
Gao, Yong
author_sort Sun, Haichun
collection PubMed
description BACKGROUND: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. METHODS: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. RESULTS: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p < 0.001, η(2) = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p < 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p < 0.01, and η(2) = 0.301). CONCLUSION: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.
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spelling pubmed-61885722018-10-23 Impact of an active educational video game on children's motivation, science knowledge, and physical activity Sun, Haichun Gao, Yong J Sport Health Sci Regular Paper BACKGROUND: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. METHODS: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. RESULTS: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p < 0.001, η(2) = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p < 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p < 0.01, and η(2) = 0.301). CONCLUSION: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA. Shanghai University of Sport 2016-06 2015-02-16 /pmc/articles/PMC6188572/ /pubmed/30356479 http://dx.doi.org/10.1016/j.jshs.2014.12.004 Text en © 2016 Production and hosting by Elsevier B.V. on behalf of Shanghai University of Sport. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Regular Paper
Sun, Haichun
Gao, Yong
Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title_full Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title_fullStr Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title_full_unstemmed Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title_short Impact of an active educational video game on children's motivation, science knowledge, and physical activity
title_sort impact of an active educational video game on children's motivation, science knowledge, and physical activity
topic Regular Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6188572/
https://www.ncbi.nlm.nih.gov/pubmed/30356479
http://dx.doi.org/10.1016/j.jshs.2014.12.004
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