USING INNOVATIVE TECHNOLOGY TO ENHANCE PHYSICAL ACTIVITY EXPERIENCES WITHIN THE ELEMENTARY SCHOOL ENVIRONMENT
PURPOSE: the overall goal of this study was to examine whether the incorporation of innovative technology (active video games and smartphone apps) into the elementary school day positively influences student physical activity experiences. Three hypotheses were developed: 1) physical activity participation will increase following the 4-week intervention, 2) a significant difference in technology use from pre to posttest will exist, and 3) student physical activity experiences will be positively affected. METHODS: participants included thirty 4th and 5th grade students at a K-5 STEM school in Seattle, WA. All participants completed pre and post-test surveys assessing physical activity participation, as well as follow-up interviews. Participants received instruction for each of the six Kinect games and smartphone apps at the start of the intervention, then given access to play before school, and at lunch, on a daily basis. Participants charted technology use over the 4-week intervention. Change in physical activity participation and technology use over 4 weeks were analyzed using paired t-tests with significance values set at p < 0.05. Additionally, thematic data analysis was used to examine student physical activity experiences. RESULTS: significant (p < 0.05) change in technology use following the intervention was found. Specifically, paired t-test revealed significant differences between pre (1.5 ± 1.4) and post-test (3.0 ± .97) for Fitquest, pre (1.68 ± 1.54) and post-test (2.56 ± 1.50) for Kinect Just Dance, pre (1.44 ± 1.82) and post-test (2.43 ± .73) for MotionMaze, and pre (1.56 ± 1.26) and post-test (2.94 ± .93) for Jump Jump Froggy. Additionally, common themes for student experience emerged through thematic data analysis. Adherence factors included teacher encouragement and game characteristics, while performance outcomes such as increased fitness and health, and improved academic experience emerged. CONCLUSION: the incorporation of innovative technology into the school day can positively influence student physical activity experiences. Specifically, students perceive improvements both physically and academically, and acknowledge their teacher as highly influential in motivation to participate.
Schmick, A and Martin, N
"USING INNOVATIVE TECHNOLOGY TO ENHANCE PHYSICAL ACTIVITY EXPERIENCES WITHIN THE ELEMENTARY SCHOOL ENVIRONMENT,"
International Journal of Exercise Science: Conference Proceedings:
3, Article 10.
Available at: http://digitalcommons.wku.edu/ijesab/vol8/iss3/10
This document is currently not available here.