Posts Tagged MBVG

[Abstract+References] The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A Review

Background. Technology growth affords innovative teaching techniques as video gaming within education has increased in popularity. Motion-based video gaming (MBVG) is a type of gaming that requires the individual playing the game to be physically interactive. Thus, whatever movements the individual playing the game does is picked up by motion sensors and is mimicked via the on-screen character. MBVG provides constant feedback to learners and has been found to help motivate students, replace sedentary with active gaming, and can facilitate social interactions with peers.

Aim. This literature review reveals the current knowledge regarding the potential educational benefits of MBVG, particularly in physical education and sport pedagogy settings. Developments of video gaming in education as well as recent research regarding MBVG and its potential impact on physical skill development within educational environments are discussed.

Conclusion. MBVG may be beneficial with novices in teaching basic sport concepts or with individuals with special needs who might otherwise not be able to participate in the full authentic version of the sport. However, empirical evidence is lacking which supports the effective use of MBVG in accurately teaching authentic sport-specific motor skills.

Ballard M.Gray M.Reilly J.Noggle M. (2009). Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eating Behaviors, 10, 161167. doi:10.1016/j.eatbeh.2009.05.001 Google Scholar CrossrefMedline
Barnett L. M.Hinkley T.Okely A. D.Hesketh K.Salmon J. (2012). Use of electronic games by young children and fundamental movement skills? Perceptual and Motor Skills, 114(3), 10231034. doi: 10.2466/10.13.PMS.114.3.1023-1034 Google Scholar Link
Bochner R.Sorensen M.Belamarich P. (2015). The impact of active video gaming on weight in youth: A meta-analysis. Clinical Pediatrics, 54(7), 620628. doi:10.1177/0009922814545165 Google Scholar Link
Chan T. H. (2017). Television watching and “Sit Time.” Obesity Prevention Source. Retrieved from https://www.hsph.harvard.edu/obesity-prevention-source/obesity-causes/television-and-sedentary-behavior-and-obesity/Google Scholar
Dixon R.Maddison R.Mhurchu C. N.Jull A.Meagher-Lundberg P.Widdowson D. (2010). Parents’ and children’s perceptions of active video games: A focus group study. Journal of Child Health Care, 14(2), 189199Google Scholar Link
Eakin M. (2013July 30). A detailed history of the genesis and development of The Oregon Trail. Gameological. Retrieved from http://www.avclub.com/article/read-this-a-detailed-history-of-the-genesis-and-de-100952 Google Scholar
Entertainment Software Association. (2015). Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf Google Scholar
Felicia P. (2012). Motivation in games: A literature review. International Journal of Computer Science in Sport, 11(1), 1153Google Scholar
Finco M.Reategui E.Zaro M.Sheehan D.Katz L. (2015). Exergaming as an alternative for students unmotivated to participate in regular physical education classes. International Journal of Game-Based Learning, 5(3), 110. doi:10.4018/IJGBL.2015070101 Google Scholar Crossref
Franco J.Jacobs K.Inzerillo C.Kluzik J. (2012). The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders. Technology and Health Care, 20(2), 95115. doi:10.3233/THC-2011-0661 Google Scholar CrossrefMedline
Gao Z.Chen S. (2013). Are field-based exergames useful in preventing childhood obesity? A systematic review. Obesity Reviews, 15(8), 676691. doi:10.2147/IJGM.S99025 Google Scholar Crossref
Garn A.Baker B.Beasley E.Solmon M. (2012). What are the benefits of a commercial Exergaming platform for college students? Examining physical activity, enjoyment and future intentions. Journal of Physical Activity & Health, 9(2), 311318. doi:10.7821/naer.2016.7.164 Google Scholar CrossrefMedline
Gee J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 3337Google Scholar
Gentile D. (2009). Pathological video-game use among youth ages 8 to 18. Psychological Science, 20(5), 594602. doi:10.1111/j.1467-9280.2009.02340.x Google Scholar Link
George A. M.Rohr L. E.Byrne J. (2016). Impact of Nintendo Wii games on physical literacy in children: Motor skills, physical fitness, activity behaviors, and knowledge. Sports, 4(3), 110. doi: 10.3390/sports4010003 Google Scholar Crossref
Gerling K.Mandryk R.Linehan C. (2015April 18). Long-term use of motion-based video games in care home settingsProceedings from the 33rd Annual ACM Conference on Human Factors in Computing SystemsSeoul, Republic of Korea. doi:10.1145/2702123.2702125 Google Scholar Crossref
Goodman D.Bradley N. L.Paras B.Williamson I. J.Bizzochi J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence, 29, 351360. doi:10.1016/j.adolescence.2005.07.004 Google Scholar CrossrefMedline
Granic I.Lobel A.Engels R. (2014). The benefits of playing video games. American Psychologist, 69(1), 6678. doi:10.1037/a0034857 Google Scholar CrossrefMedline
Griffiths M. (2002). The educational benefits of video games. Education and Health, 20(3), 4751Google Scholar
Hanna P. (2015). Video game technologies (Proceedings from Java Games Programming). Belfast, UKQueens UniversityGoogle Scholar
Hayes E.Silberman L. (2007). Incorporating video games into physical education. Journal of Physical Education, Recreation and Dance, 78(3), 1824. doi: 10.1080/07303084.2007.10597984 Google Scholar Crossref
Henderson S. (2012). iPad education: A case study of iPad adoption and use in a primary schoolProceedings from the 2012 45th Hawaii International Conference on System Sciences, 7(12), 7887. doi:10.1109/HICSS.2012.390 Google Scholar Crossref
Hopper T. (2011). Game-as-teacher: Modification by adaptation in learning through game-play. Asia-Pacific Journal of Health, Sport and Physical Education, 2(2), 318Google Scholar Crossref
Hulteen R.Johnson T.Ridgers N.Mellecker R.Barnett L. (2015). Children’s movement skills when playing active video games. Perceptual and Motor Skills: Motor Skills & Ergonomics, 121(3), 767790. doi:10.2466/25.10.PMS.121c24x5 Google Scholar Link
Jenny S. E.Hushman G. F.Hushman C. J. (2013). Pre-service teachers’ perceptions of motion-based video gaming in physical education. International Journal of Technology in Teaching and Learning, 9(1), 96111Google Scholar
Jenny S. E.Schary D. (2014). Exploring the effectiveness of learning American football through playing the video game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 7287Google Scholar
Jenny S. E.Schary D. P. (2015). Motion-based video game and authentic wall/rock climbing: Motivations and perceptions of novice climbers. International Journal of Technology in Teaching and Learning, 11(1), 3549Google Scholar
Jenny S. E.Schary D. P. (2016). Virtual and “real-life” wall/rock climbing: Motor movement comparisons and video gaming pedagogical perceptions. Sports Technology, 8(3-4), 100111. doi:10.1080/19346182.2015.1118110 Google Scholar Crossref
Johnson T.Ridgers N.Hulteen R.Mellecker R.Barnett L. (2015). Does playing a sports active video game improve young children’s ball skill competence? Journal of Science and Medicine in Sport, 18, e16e17. doi: 10.1016/j.jsams.2015.12.418 Google Scholar Crossref
Kann L.Kinchen S.Shanklin S.Flint K.Hawkins J.Harris W.Zaza S. (2014). Youth risk behavior surveillance—United States, 2013. Centers for Disease Control and Prevention: Morbidity and Mortality Weekly Report, 63(4), 1172Google Scholar Medline
Lange B.Flynn S.Rizzo A. (2009). Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation. Physical Therapy Reviews, 14, 355363. doi:10.1179/108331909X12488667117258 Google Scholar Crossref
Lyons E.Tate D.Ward D.Wang X. (2012). Energy intake and expenditure during sedentary screen time and motion controlled video gaming. The American Journal of Clinical Nutrition, 96(2), 234239. doi:10.3945/ajcn.111.028423 Google Scholar CrossrefMedline
Moholdt T.Weie S.Chorianopoulos K.Wang A. I.Hagen K. (2017). Exergaming can be an innovative way of enjoyable high-intensity interval training. BMJ Open Sport & Exercise Medicine, 3(1), 17. doi:10.1136/bmjsem-2017-000258 Google Scholar Crossref
Myerberg P. (2014August 24). Using technology to make college football better, faster, safer. USA Today. Retrieved from https://www.usatoday.com/story/sports/ncaaf/2014/08/24/college-football-preview-revolution-technology-axon/14520225/ Google Scholar
National Association for Sport and Physical Education. (2009). Appropriate use of instructional technology in physical education [Position statement]. Reston, VAAuthorGoogle Scholar
Papallo J. (2015). Are video games the future of education? Education World. Retrieved from http://www.educationworld.com/a_news/are-video-games-future-education-994027856 Google Scholar
Pedersen S. J.Cooley P. D.Cruickshank V. J. (2017). Caution regarding exergames: A skill acquisition perspective. Physical Education and Sport Pedagogy, 22(3), 246256. doi:10.1080/17408989.2016.1176131Google Scholar Crossref
Peng W.Lin J.Crouse J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, and Social Networking, 14(11), 681688. doi:10.1089/cyber.2010.0578 Google Scholar CrossrefMedline
Reynolds J. E.Thornton A. L.Lay B. S.Braham R.Rosenberg M. (2014). Does movement proficiency impact on exergaming performance? Human Movement Science, 34, 111. doi:10.1016/j.humov.2014.02.007Google Scholar CrossrefMedline
Schroeder G. (2015June 9). Virtual reality becomes a reality for college football. USA Today. Retrieved from https://www.usatoday.com/story/sports/ncaaf/2015/06/09/strivr-eon-football-virtual-reality-training-college-quarterbacks/28725797/ Google Scholar
Shafer D. M.Carbonara C. P.Popova L. (2011). Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Presence, 20(6), 591619Google Scholar Crossref
Sheehan D.Katz L. (2010). Using interactive fitness and exergames to develop physical literacy. Physical and Health Education Journal, 76(1), 1219Google Scholar
Sheehan D.Katz L. (2012). The impact of a six week exergaming curriculum on balance with grade three school children using the Wii Fit+™. International Journal of Computer Science in Sport, 11(3), 522. doi:10.1080/2331186X.2015.1045808 Google Scholar Crossref
Society for Health and Physical Educators America. (2009). Appropriate instructional practice guidelines, K-12: A side-by-side comparison SHAPE America. Retrieved from http://www.shapeamerica.org/standards/guidelines/upload/Appropriate-Instructional-Practices-Grid.pdf Google Scholar
Society for Health and Physical Educators America. (2014). National standards and grade-level outcomes for k-12 physical education. Reston, VASHAPE America/Human KineticsGoogle Scholar
Sun H.Gao Y. (2016). Impact of an active educational video game on children’s motivation, science knowledge, and physical activity. Journal of Sport and Health Science, 5(2), 239245. doi:10.1016/j.jshs.2014.12.004 Google Scholar Crossref
Taylor M.McCormick D.Shawis T.Impson R.Griffin M. (2011). Activity- promoting gaming systems in exercise and rehabilitation. Journal of Rehabilitation Research and Development, 48(10), 11711186. doi:10.1682/JRRD.2010.09.0171 Google Scholar CrossrefMedline
Thompson D.Barnowski T.Buday R.Baranowski J.Thompson V.Jago R.Griffith M. (2010). Serious games for health: How behavioral science guided the design of a game on diabetes and obesity. Simulation & Gaming, 41(4), 587606. doi:10.1177/1046878108328087 Google Scholar Link
Vandewater E.Shim M.Caplovitz A. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 7185. doi:10.1016/j.adolescence.2003.10.003 Google ScholarCrossrefMedline
Warburton D.Bredin S. S.Horita L. T.Zbogar D.Scott J. M.Esch B. T.Rhodes R. E. (2007). The health benefits of interactive video game exercise. Applied Physiology, Nutrition, and Metabolism, 34(4), 655663. doi:10.1139/H07-038 Google Scholar Crossref
Widman M. S.McDonald C.Abresch T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. Journal of Spinal Cord Medicine, 29(4), 363370Google Scholar CrossrefMedline
 via The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A ReviewSimulation & Gaming – Seth E. Jenny, David P. Schary, Kristy M. Noble, Shelley D. Hamill, 2017

, , ,

Leave a comment

%d bloggers like this: