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The design and evaluation of a classroom exergame

Published: 02 October 2013 Publication History

Abstract

Balancing academic, physical and emotional needs of students while maintaining student interest is increasingly challenging in the resource constrained environments of the modern classroom. To answer this need we created and evaluated an exergame system called Vortex Mountain, which leverages the physical benefits of exercise and the motivational benefits of educational games to provide a healthy and engaging classroom activity for middle school students. Through a controlled study, we demonstrate that our classroom exergame provides similar affective, engagement, and learning benefits to an exercise or game intervention, while leveraging the valuable ancillary benefits of each. Thus, we believe that exergames have a future in the modern classroom and possess significant potential for future technical and pedagogical research.

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Cited By

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  • (2024)Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the FieldReview of Educational Research10.3102/00346543241248464Online publication date: 18-May-2024
  • (2024)A Novel Approach for Virtual Locomotion Gesture Classification: Self-Teaching Vision Transformer for a Carpet-Type Tactile Sensor2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00067(461-471)Online publication date: 16-Mar-2024
  • (2022)Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill RunningPersuasive Technology10.1007/978-3-030-98438-0_5(58-74)Online publication date: 21-Mar-2022
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Published In

cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. classroom
  2. exergames
  3. games
  4. gamification
  5. kids

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  • Research-article

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

Acceptance Rates

Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

View all
  • (2024)Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the FieldReview of Educational Research10.3102/00346543241248464Online publication date: 18-May-2024
  • (2024)A Novel Approach for Virtual Locomotion Gesture Classification: Self-Teaching Vision Transformer for a Carpet-Type Tactile Sensor2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00067(461-471)Online publication date: 16-Mar-2024
  • (2022)Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill RunningPersuasive Technology10.1007/978-3-030-98438-0_5(58-74)Online publication date: 21-Mar-2022
  • (2019)A Review of Design Interventions for Promoting Adolescents' Physical ActivityProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323130(161-172)Online publication date: 12-Jun-2019
  • (2019)A Systematic Review of the Definition and Measurement of Engagement in Serious GamesProceedings of the Australasian Computer Science Week Multiconference10.1145/3290688.3290747(1-10)Online publication date: 29-Jan-2019
  • (2016)Confidence & ControlProceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing10.1145/2818048.2820028(160-171)Online publication date: 27-Feb-2016
  • (2016)Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literatureInternational Journal of Medical Informatics10.1016/j.ijmedinf.2016.02.00696(62-70)Online publication date: Dec-2016
  • (2015)"Working out for likes"Computers in Human Behavior10.1016/j.chb.2015.04.01850:C(333-347)Online publication date: 1-Sep-2015
  • (2014)Iterative design of an augmented reality game and level-editing tool for use in the classroom2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048093(1-4)Online publication date: Oct-2014

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