Exergaming for Physical Activity in Online Physical Education
Brian Kooiman, Lake Elsinore Unified School District, Riverside County, CA, United States ; Dwayne Sheehan, Mount Royal University, Calgary, Canada ; Michael Wesolek, Trident University International, Cypress, CA, United States ; Eliseo Reategui, Universidade Federal do Rio Grande do Sul, Porto Alegre, Brazil
IJDET Volume 14, Number 2, ISSN 1539-3100 Publisher: IGI Global
For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education (OLPE) at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games (exergames) can be played over the internet between students. Exergames allow for a new and possibly effective genre of physical activity that offers OLPE students the opportunity to interact in relevant, engaging, and entertaining physical activity with other students. Secondary student (N=124) heart rates were recorded before exergaming, after playing a non-player character, and after playing another student remotely over the internet. The results show that exergaming between students over the internet can raise student heart rates to moderate levels of physical intensity commensurate with guidelines for Physical Intensity for secondary students. Exergames show promise for physical activity in an OLPE course when played against a non-player character and a remote partner.
Kooiman, B., Sheehan, D., Wesolek, M. & Reategui, E. (2016). Exergaming for Physical Activity in Online Physical Education. International Journal of Distance Education Technologies, 14(2), 1-16. IGI Global.