Browsing by Subject "virtuaaliset liikuntapelit"
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(2013)This study was part of a large research project FINNABLE 2020. In this Case Study educational ExerGames were used on 4th grade class. The aim of the study was to analyze students' and teachers' experiences about physical self-efficacy, motivation and how ExerGames fit in schools everyday. The study purpose is to develop educational ExerGame use in class, because there are only a few studies about new technology use in schools in Finland. The Case Study took place with one 4th grade class of 23 students over a six week period. The data was collected using beginning- and end-surveys, observing play situations at school, student Focus groups' and teachers' interviews. The data was analyzed using qualitative content analysis and quantitative methods. Students of study class had high physical self-efficacy rates. The concept of physical self-efficacy consists of persistency, time control, help seeking, expectations of success. The results of physical self-efficacy, internal- and external motivation were positive. Educational ExerGames motivated both active and inactive students. Physical activity and new technology interested students. Especially inactive students liked playing together ExerGames. ExerGames can be used to promote physical self-efficacy and motivate inactive students to move in an easier way. In the class ExerGames were used in many ways and students felt that they learned while playing, although there were only few playtime hours, because of many tight time limits and other restricting factors. ExerGames should be designed to fit the time-space path of the school more flexibly. Students saw ExerGames as very inspiring and useful. This encourages to find out how ExerGames could be better integrated in to schools' everyday life.
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