Research Article
BibTex RIS Cite

THE EFFECTS OF USING SOMATOSENSORY VIDEOGAMES TO PROMOTE "LIFE-EFFECTIVENESS" OF CHILDREN IN ELEMENTARY SCHOOLS

Year 2015, Volume: 2 , 153 - 158, 01.09.2015

Abstract

With dramatic advancement
of technology, children in elementary schools have much more opportunities to
immerse in technology environment. However, children nowadays are facing a
variety of challenges in emotional control, peer pressure, and social
interactions and relationships due to rapid changes of social environment on
campus.  In order to develop their social
capacities, it is important to provide appropriate activities with technology
to enhance their life-effectiveness. 
Therefore, there is a crucial need to understand how to improve the
life-effectiveness of children in elementary school.  The purpose of this study was to explore
their life-effectiveness by using somatosensory video games, Xbox 360
Kinect.  A total of 84 participants were
recruited and divided into an experimental group (n = 40) and control group (n
= 44).  The experimental group
voluntarily agreed to complete 30-minute Xbox 360 Kinect trainings one time a
week for total of 4 weeks.  The
Life-Effectiveness questionnaire was used to measure and complete before and
after the intervention in both groups. 
The Wilcoxon nonparametric test for each two independent samples was
used to evaluate time-series training effects. 
Results showed that experiment group significantly improved their
self-effectiveness between pre and post-test (p < .05).  The study
concluded that using somatosensory video games is a potential tool to enhance
the life-effectiveness of children in the elementary school. Further studies
are suggested to validate possible follow-up benefits of somatosensory video
games and to develop the best intervention model.

References

  • Ministry of Education in Taiwan. (2013). Report of estimating Taiwan’s teachers in public junior school in the near 5 years (during 2013 to 2017 years). Retrieved April 10, 2015 from https://stats.moe.gov.tw/files/analysis/102basic_teacher.pdf. Wang, Y. J. (2008). Parents as Teachers-the research of morning study time activity in an elementary school. (Unpublished master thesis). National Kaohsiung Normal University, Taiwan. Toprac, P. K (2008). The effects of a problem-based learning digital game on continuing motivation to learn science (Doctoral dissertation). Retrieved from ProQuest Digital Dissertations. (AAT 3329870) Buck, S. M., Hillman, C. H., & Castelli, D. M. (2008). The relation of aerobic fitness to stroop task performance in preadolescent children. Medicine & Science in Sports & Exercise, 40(1), 166-172. Chiang, I., Lee, Y., Frey, G., & McCormick, B. (2004). Testing the situationally modified social rank theory on friendship quality in male youth with high functioning autism spectrum disorder. Therapeutic Recreation Journal, 38(3), 261-274. Dishman, R. K., Motl, R. W., Saunders, R., Felton, G., Ward. D. S.,…& Pate. R. R. (2005). Enjoyment mediates effects of a school-based physical-activity intervention. Medicine & Science in Sports & Exercise, 37(3), 478-487. Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive children in a physical education classroom. Journal of Applied Behavior Analysis, 43(4), 591-600. Glass, J. S., & Benshoff, J. M. (2002). Facilitating group cohesion among adolescents through challenge course experiences. The Journal of Experiential Education, 25(2), 268-277. Gros, B. (2007). Digital Games in Education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38. Marashian, F., & Khorami, N. S. (2012). The effect of early morning physical exercises on academic self-concept and loneliness foster home children in Ahvaz City. Procedia-Social and Behavioral Sciences, 46, 316-319. Neill, J. T., Marsh, H. W., & Richards, G. E. (1997). The life effectiveness questionnaire: Development and psychometrics. Sydney, Australia: University of Western Sydney. Olson, C. K. (2010). Children's motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180. Peng, W., Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior, 28, 2100-2106. Ratey, J., & Hagerman, E. (2009). Spark: The Revolutionary New Science of Exercise and the Brain. American, NY: Little, Brown and Company. Ryan, R. M., Mims, V., & Koestner, R. (1983). Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory. Journal of Personality and Social Psychology, 45(4), 736-750. Staiano, A. E., & Calvert, S. L. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child development perspectives, 5(2), 93-98. Sun, H. (2013). Impact of exergames on physical activity and motivation in elementary shool students: A follow-up study. Journal of Sport and Health Science, 2, 138-145. Wadsworth, D.;Brock, S., & Robinson, L. (2014). Elementary students' physical activity and enjoyment during active video gaming and a modified tennis. Journal of Physical Education and Sport, 3(14), 311-316. Wang, X., & Sugiyama, Y. (2014). Relationship between the Change in Health Status and Satisfaction with Physical Education in Chinese College Students. Advances in Physical Education, 4(3), 111-115. Whitaker, J. L., & Bushman, B. J. (2012). “Remain Calm. Be Kind.” Effects of relaxing video games on aggressive and prosocial behavior. Social Psychological and Personality Science, 3(1), 88-92. Wu, C. C., & Hsieh. C. M. (2008). Development of adventure education life-effectiveness scale. Journal of Asia Association for Experiential Education, 2, 42-58.
Year 2015, Volume: 2 , 153 - 158, 01.09.2015

Abstract

References

  • Ministry of Education in Taiwan. (2013). Report of estimating Taiwan’s teachers in public junior school in the near 5 years (during 2013 to 2017 years). Retrieved April 10, 2015 from https://stats.moe.gov.tw/files/analysis/102basic_teacher.pdf. Wang, Y. J. (2008). Parents as Teachers-the research of morning study time activity in an elementary school. (Unpublished master thesis). National Kaohsiung Normal University, Taiwan. Toprac, P. K (2008). The effects of a problem-based learning digital game on continuing motivation to learn science (Doctoral dissertation). Retrieved from ProQuest Digital Dissertations. (AAT 3329870) Buck, S. M., Hillman, C. H., & Castelli, D. M. (2008). The relation of aerobic fitness to stroop task performance in preadolescent children. Medicine & Science in Sports & Exercise, 40(1), 166-172. Chiang, I., Lee, Y., Frey, G., & McCormick, B. (2004). Testing the situationally modified social rank theory on friendship quality in male youth with high functioning autism spectrum disorder. Therapeutic Recreation Journal, 38(3), 261-274. Dishman, R. K., Motl, R. W., Saunders, R., Felton, G., Ward. D. S.,…& Pate. R. R. (2005). Enjoyment mediates effects of a school-based physical-activity intervention. Medicine & Science in Sports & Exercise, 37(3), 478-487. Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive children in a physical education classroom. Journal of Applied Behavior Analysis, 43(4), 591-600. Glass, J. S., & Benshoff, J. M. (2002). Facilitating group cohesion among adolescents through challenge course experiences. The Journal of Experiential Education, 25(2), 268-277. Gros, B. (2007). Digital Games in Education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38. Marashian, F., & Khorami, N. S. (2012). The effect of early morning physical exercises on academic self-concept and loneliness foster home children in Ahvaz City. Procedia-Social and Behavioral Sciences, 46, 316-319. Neill, J. T., Marsh, H. W., & Richards, G. E. (1997). The life effectiveness questionnaire: Development and psychometrics. Sydney, Australia: University of Western Sydney. Olson, C. K. (2010). Children's motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180. Peng, W., Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior, 28, 2100-2106. Ratey, J., & Hagerman, E. (2009). Spark: The Revolutionary New Science of Exercise and the Brain. American, NY: Little, Brown and Company. Ryan, R. M., Mims, V., & Koestner, R. (1983). Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory. Journal of Personality and Social Psychology, 45(4), 736-750. Staiano, A. E., & Calvert, S. L. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child development perspectives, 5(2), 93-98. Sun, H. (2013). Impact of exergames on physical activity and motivation in elementary shool students: A follow-up study. Journal of Sport and Health Science, 2, 138-145. Wadsworth, D.;Brock, S., & Robinson, L. (2014). Elementary students' physical activity and enjoyment during active video gaming and a modified tennis. Journal of Physical Education and Sport, 3(14), 311-316. Wang, X., & Sugiyama, Y. (2014). Relationship between the Change in Health Status and Satisfaction with Physical Education in Chinese College Students. Advances in Physical Education, 4(3), 111-115. Whitaker, J. L., & Bushman, B. J. (2012). “Remain Calm. Be Kind.” Effects of relaxing video games on aggressive and prosocial behavior. Social Psychological and Personality Science, 3(1), 88-92. Wu, C. C., & Hsieh. C. M. (2008). Development of adventure education life-effectiveness scale. Journal of Asia Association for Experiential Education, 2, 42-58.
There are 1 citations in total.

Details

Journal Section Articles
Authors

İ-tsun Chıang This is me

Hsin-chih Wu This is me

Shang-ti Chen This is me

Shiou-ru Chen This is me

Sheng-hung Tsaı This is me

Hsiu-chi Fu This is me

Publication Date September 1, 2015
Published in Issue Year 2015 Volume: 2

Cite

APA Chıang, İ.-t., Wu, H.-c., Chen, S.-t., Chen, S.-r., et al. (2015). THE EFFECTS OF USING SOMATOSENSORY VIDEOGAMES TO PROMOTE "LIFE-EFFECTIVENESS" OF CHILDREN IN ELEMENTARY SCHOOLS. The Eurasia Proceedings of Educational and Social Sciences, 2, 153-158.