Enjoyment of Interactive Video Games in Physical Education

Wednesday, March 30, 2011
Exhibit Hall Poster Area 1 (Convention Center)
Mei-Lin Yeh-Lane1, Michelle Moosbrugger2, John Liu2, Ruth Arnold3 and Anita N. Lee4, (1)Springfield College, West Springfield, MA, (2)Springfield College, Springfield, MA, (3)Springfield College, East Longmeadow, MA, (4)Eastern Connecticut State University, Willimantic, CT

Background/Purpose Physical educators are fighting the obesity epidemic by promoting quality programs that trigger enjoyment of students when participating in physical activity. The current study was to investigate enjoyment while utilizing interactive video games in physical education.

Method The current study was approved by a college institutional review board. Informed consent form was obtained from participants. Third to fifth graders (N=1040, mean age=9.42, S.D=1.01) who participated in two types of physical education classes in public schools were included. The technology group was comprised of students (n=520) who used DDR, Gamebike, Sportwall, or Cybex Trazer during physical education classes. The traditional physical education group (n =520) included students who had similar demographics, but did not use interactive video games in physical education. The Physical Activity Enjoyment Scale Short Form (Dishman, et al., 2005) questionnaire was used to assess level of enjoyment toward physical education classes.

Analysis/Results A 2x2x3 independent groups factorial ANOVA was utilized to analyze the enjoyment across technology groups, gender, and grade levels. The researchers found students in interactive video game classes reported significantly (p < .00) higher amounts of enjoyment than students in traditional physical education classes. Fifth graders reported significantly (p < .02) higher amounts of enjoyment than third graders. Boys and girls reported a similar level of enjoyment.

Conclusions Interactive video games appeared to have positive impacts toward enjoyment of physical education. Physical educators should include more innovative technologies that boost student enjoyment. Consequently, lifelong participation in physical activities will be promoted.