Kristian Kiili has started a new discussion topic titled:
Key Qs Corner Topic 5: Educational ExergamesEDUCATIONAL EXERGAMES
Introduction
The potential use of games in educational settings is huge because a large and growing population is engaged with playing games. However, the popularity...
EDUCATIONAL EXERGAMES
Introduction
The potential use of games in educational settings is huge because a large and growing population is engaged with playing games. However, the popularity of games has also created problems. For example, obesity has become a big problem in many countries recently. According to Gorgu et al. (2009) the reasons for obesity include a high calorie diet and a serious lack of physical activities in the daily lives of children. It has been argued that video games are one of the main reasons for physical inactivity (Vanderwater et al., 2004; Sothern, 2004). Furthermore, physical activity in schools has steadily declined since the 1970’s. During this same period, the percentage of overweight children in the US, for example, has more than doubled (Hedley et al. 2004). The emerging exergame genre tries to have an effect on this by encouraging players to perform physical movements during gameplay.
An adequate amount of physical activity is important for children because research has shown that 1) increased physical activity has positive impact on cognitive functioning and academic achievement (Donnelly & Lambourne, 2011; Castelli, Hillman, Buck & Erwing, 2007), 2) physical activity activates brains for enhanced learning and memory (e.g. Ratey & Hagerman, 2008; Hopkins, Nitecki, R. & Bucci, 2011), and 3) good fitness prevents troublesome behaviour in schools. However, currently students spend the majority of their time sitting in a classroom, which is not an optimal solution from both learning and health perspectives. In fact, EU has stressed the importance of introducing good practices regarding the provision of regular physical activity in schools.
Thus, I propose that we should explore the possibilities that exergames can provide for education. Educational games that are controlled with physical movements could be engaging and effective combination. However, for example Quinn (2005) has argued that it is a real challenge to design engagement that integrates with educational effectiveness. The challenge of proposed approach is even higher, because an exertion dimension has been added to this problem space. A combination such as this, educational exergames, is a new, unstudied branch of research in the era of serious games. Next, I will present a crucial design problem related to educational exertion games and suggest some future research directions on this theme.
Balancing cognitive and physical workloads
According to Tenenbaum (2001) exercise intensity impacts the focus of attention. Thus, the integration of learning content and exertion interfaces raises new game design challenges. Research on sports has shown that when the physical workload increases, attention allocation tends to shift toward bodily sensations. Such natural attention change disturbs processing of game elements and that way also learning and problem solving. Thus, we should develop solutions that take into account players physical and cognitive constrains and in the ideal case adapt to them. Figure 1 presents a starting point to conceptually model this phenomenon. Vertical axis describes the amount of cognitive workload and horizontal axis the amount of physical workload. The green dashed line illustrates the constraint that combination of cognitive and physical workloads form on performing cognitive tasks.
Figure 1. Educational exergame model (Kiili, to be published)
The balancing of workloads and adaptation to players characteristics is very challenging, because for example the cognitive workload is composed from several factors like amount of game elements, the amount of players, the amount of possible movements, the complexity of rules, the type of audio-visual implementation, game tempo, etc. Furthermore, the senso-motoric aspect provides also its own flavor to this soup. However, despite of this complexity educational exergames provide researchers a nice and novel playground to work with.
Call for research
So, I call research on educational exertion games. First of all, we need robust theoretical research that defines design principles for educational exertion games. Secondly, we need empirically constructed models that describe how educational exergames can be effectively integrated into schools and to other organization like elderly homes. Thirdly, long-term interventions should be conducted to explore the benefits of educational exertion games.
References
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Castelli, D.M., Hillman, C.H., Buck, S.M. & Erwin, H.E. (2007). Physical fitness and academic achievement in third- and fifth-grade students. Journal of Sport & Exercise Psychology, 29, 239–252.
Gorgu, L. et al. (2009). Towards Mobile Collaborative Exergaming. 2nd International Conference on Advances in Human-oriented and Personalized Mechanisms, Technologies, and Services, Porto, Portugal, 61-64.
Hopkins M.E, Nitecki, R, & Bucci, DJ. (2011). Physical exercise during adolescence versus adulthood: differential effects on object recognition memory and brain-derived neurotrophic factor levels. Neuroscience.
Quinn (2005). Engaging learning:Designing e-learning simulation games. San Francisco: Pfeiffer.
Ratey, J. & Hagerman, E. (2008). Spark: The Revolutionary New Science of Exercise and the Brain. New York: Little, Brown, and Company.
Sothern, M. (2004). Obesity prevention in children: Physical activity and nutrition. Nutrition, 20(7-8), 704-708.
Tenenbaum G., (2001). A social-cognitive perspective of perceived exertion and exertion tolerance. In: R.N. Singer, H. Hausenblas and C. Janelle, Editors, Handbook of sport psychology, Wiley, New York (2001), pp. 810–820.
Vanderwater, E.A., Shim, M.S. & Caplovitz, A.G. (2004). Linking obesity and activity level with children’s television and video game use. Adolescence, 27(1), 71-85.
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(72 days ago)