Six Fifth Grade Students Experiences Participating in Active Gaming during Physical Eduction Classes
Graduation Year
2009
Document Type
Dissertation
Degree
Ph.D.
Degree Granting Department
Physical Education and Exercise Science
Major Professor
Steven Sanders, Ed.D.
Committee Member
Nell Faucette, Ed.D.
Committee Member
Janet Richards, Ph.D.
Committee Member
Stephen Graves, Ph.D.
Committee Member
Roger Brindley, Ed.D.
Keywords
childhood obesity, physical activity, technology, exergaming, video games, play, flow theory
Abstract
As technology and sedentary lifestyles have become an integral part of children's lives, so too has the prevalence of childhood obesity. Although video games are often associated with influencing sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this inquiry I explored six fifth grade students' experiences participating in active gaming in physical education classes for 30 minutes, twice weekly, during an eight week (16 sessions) study. I used qualitative methods including interviews, journal entries, and observational field notes. Analysis of data revealed students have a "Persistence to Game" (P2G) when participating in active gaming during physical education. When students experience P2G I considered them to be at "play" demonstrating play-like attributes. Persistence to game includes eight elements. Although not all elements need to be present at the same time, when these elements interact, students experience flow. The discoveries of this study suggest active gaming can be an appropriate tool used in 21st century physical education classes that appeals and is desirable to students.
Scholar Commons Citation
Hansen, Lisa Witherspoon, "Six Fifth Grade Students Experiences Participating in Active Gaming during Physical Eduction Classes" (2009). USF Tampa Graduate Theses and Dissertations.
https://digitalcommons.usf.edu/etd/2001