Javascript must be enabled to continue!
Serious Game for Learning Gymnastic Elements: Preliminary development and validity assessment
View through CrossRef
Background: The use of serious games in educational curricula is a new approach to enhance learning outcomes. Specifically, serious games designed for physical education can change the way complex physical skills are taught and learned. Gymnastics, with its detailed elements and techniques, presents a unique challenge for both educators and learners.
Aim: This study aimed to: (i) investigate the potential of serious games in enhancing gymnastic elements teaching and learning in higher education, and (ii) evaluate the effectiveness of two games, G1 and G2, specifically designed for gymnastic elements.
Methods: The study involved 792 university students, with 160 selected based on criteria like active gymnastic course participation, internet access, and gaming history. The participants were divided into four groups based on gaming sequence. After informed consent, they played two serious gymnastic games with five difficulty levels and ten stages targeting fundamental gymnastic elements. The Arabic version of the Game Experience Questionnaire (GEQ) was administered after each gaming session to assess immersion, flow, competence, positive affect, negative affect, tension, and challenge.
Results: The study found significant differences in several variables using the Kruskal-Wallis H test. Flow, Competence, and Positive Affect showed significant differences across groups, with Flow showing the most pronounced difference. Negative Affect and Tension showed no significant differences. Immersion and Challenge were significantly different across groups. Within Group 1, males and females differed in Flow and Competence. A comparison between Male (G1) and Male (G2) showed significant differences in Immersion and Challenge. However, no effect difference was found in Positive Affect. Tension was found to be significant between Male (G2) and Female (G1). Flow and Challenge also varied significantly within Group 2. Females across G1 and G2 showed differences in Competence and Immersion. Overall, the study highlights the importance of understanding and addressing differences in mental health and well-being among different age groups.
Conclusion: The study suggests that serious games can effectively teach complex physical skills like gymnastics within physical education curricula, but further research is needed to understand their long-term educational impacts and optimal implementation strategies in physical education settings.
KMAN Publication Incorporation
Title: Serious Game for Learning Gymnastic Elements: Preliminary development and validity assessment
Description:
Background: The use of serious games in educational curricula is a new approach to enhance learning outcomes.
Specifically, serious games designed for physical education can change the way complex physical skills are taught and learned.
Gymnastics, with its detailed elements and techniques, presents a unique challenge for both educators and learners.
Aim: This study aimed to: (i) investigate the potential of serious games in enhancing gymnastic elements teaching and learning in higher education, and (ii) evaluate the effectiveness of two games, G1 and G2, specifically designed for gymnastic elements.
Methods: The study involved 792 university students, with 160 selected based on criteria like active gymnastic course participation, internet access, and gaming history.
The participants were divided into four groups based on gaming sequence.
After informed consent, they played two serious gymnastic games with five difficulty levels and ten stages targeting fundamental gymnastic elements.
The Arabic version of the Game Experience Questionnaire (GEQ) was administered after each gaming session to assess immersion, flow, competence, positive affect, negative affect, tension, and challenge.
Results: The study found significant differences in several variables using the Kruskal-Wallis H test.
Flow, Competence, and Positive Affect showed significant differences across groups, with Flow showing the most pronounced difference.
Negative Affect and Tension showed no significant differences.
Immersion and Challenge were significantly different across groups.
Within Group 1, males and females differed in Flow and Competence.
A comparison between Male (G1) and Male (G2) showed significant differences in Immersion and Challenge.
However, no effect difference was found in Positive Affect.
Tension was found to be significant between Male (G2) and Female (G1).
Flow and Challenge also varied significantly within Group 2.
Females across G1 and G2 showed differences in Competence and Immersion.
Overall, the study highlights the importance of understanding and addressing differences in mental health and well-being among different age groups.
Conclusion: The study suggests that serious games can effectively teach complex physical skills like gymnastics within physical education curricula, but further research is needed to understand their long-term educational impacts and optimal implementation strategies in physical education settings.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Standardization of Artistic Gymnastic SkillTest on Salto Backward Stretched Dismount for Sub Junior Girls
Standardization of Artistic Gymnastic SkillTest on Salto Backward Stretched Dismount for Sub Junior Girls
The purpose of this study was to standardization of artistic gymnastic skill test on salto backward stretched dismount for sub junior girls. A sample size or design is a definite p...
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
The pandemic Covid-19 currently demands teachers to be able to use technology in teaching and learning process. But in reality there are still many teachers who have not been able ...
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Game edukasi adalah game yang didesain untuk merangsang kecerdasan anak. Game edukasi bertujuan untuk belajar dan menarik perhatian siswa. Game edukasi adalah gabungan dari konten ...
Pengaruh Body Image dan Perilaku Diet Terhadap Hasil Performa Atlet Senam di Jawa Barat
Pengaruh Body Image dan Perilaku Diet Terhadap Hasil Performa Atlet Senam di Jawa Barat
Abstract. Gymnastic athletes require optimal physical and mental conditions to achieve their best performance. Factors such as body dissatisfaction and excessive weight contribute ...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
The Effect of using Spaced Repetition in Mobile Learning Games on the Learning Success
The Effect of using Spaced Repetition in Mobile Learning Games on the Learning Success
The field of learning has been researched in multiple ways and directions. The different learning strategies of individual learners represent one of those fields. Especially in tra...
Generating game immersion features for immersive game selection
Generating game immersion features for immersive game selection
The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game whi...

