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POSSIBILITY OF USING SOMATOSENSORY VIDEOGAMES TO PROMOTE ZERO HOUR PHYSICAL EDUCATION IN ELEMENTARY SCHOOLS IN TAIWAN: A QUALITATIVE PERSPECTIVE

Year 2015, Volume: 2 , 159 - 164, 01.09.2015

Abstract

The purpose of study is to explore how the somatosensory videogames
effecting life-effectiveness and its influence on schoolchild
social networking on a zero hour physical
education sessions in Taiwan. 
Participants in this study were students, teachers, and parents in two
elementary schools in northern and central Taiwan. Students were voluntarily
agreed to complete 30-minute Xbox 360 Kinect game one time a week for total of
4 weeks.  Semi-structured interviews were
conducted to collect information from participants regarding their subjective
attitude and experience about life-effectiveness, team collaboration, and
gaming pleasure during somatosensory videogame sessions.   Participant observations were also conduct
to understand their real behaviors, feelings and interactions during this zero
hour physical education session.  The
results showed that using the somatosensory videogames could positively arouse
their self-awareness and competitive attitudes. 
In addition, the scores in the somatosensory videogames could have
equivocal effects on the team collaborations of students due to the social
relations in their real life.  The
results of the study help us to understand how the somatosensory videogames is
a tool to construct the social interactions and life-effectiveness on
elementary school students in real life. It is worth to develop zero hour
physical education classes in elementary schools in Taiwan.

References

  • Ballaz, L., Robert, M., Lemay, M., & Prince, F. (2011, June). Active video games and children with cerebral palsy: the future of rehabilitation? Paper presented at the Virtual Rehabilitation (ICVR), Switzerland. 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. Eisenberg, J. (2007). Group Cohesiveness, in R. F. Baumeister & K. D. Vohs (Eds.), Encyclopaedia of Social Psychology, 386-388. Thousand Oaks, CA: Sage. Funk, J. B., Chan, M., Brouwer, J., & Curtiss, K. (2006). A biopsychosocial analysis of the video game-playing experience of children and adults in the United States. SIMILE: Studies in Media & Information Literacy Education, 6(3), 1-15. Lieberman, D. A. (2006). What can we learn from playing interactive games? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 379–397). Mahwah, NJ: Erlbaum. Marijke, J. M., Paw, C. A., Jacobs, W. M., Vaessen, E. P. G., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11(2), 163-166. 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. Olson, C. K., Kutner, L. A., & Warner, D. E. (2008). The role of violent video game content in adolescent development boys' perspectives. Journal of Adolescent Research, 23(1), 55-75. Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L., Nicholi II, A. M., & Beresin, E. V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77-83. Ratey, J., & Hagerman, E. (2009). Spark: The Revolutionary New Science of Exercise and the Brain. American, NY: Little, Brown and Company. Staiano, A. E., & Calvert, S. L. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child development perspectives, 5(2), 93-98. Wilkins, J. L. M., Graham, G., Parker. S., Westfall. S., Fraser, R. G., & Tembo, .M. (2003). Time in the arts and physical education and school achievement. Journal of Curriculum Studies, 35(6), 721-734.
Year 2015, Volume: 2 , 159 - 164, 01.09.2015

Abstract

References

  • Ballaz, L., Robert, M., Lemay, M., & Prince, F. (2011, June). Active video games and children with cerebral palsy: the future of rehabilitation? Paper presented at the Virtual Rehabilitation (ICVR), Switzerland. 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. Eisenberg, J. (2007). Group Cohesiveness, in R. F. Baumeister & K. D. Vohs (Eds.), Encyclopaedia of Social Psychology, 386-388. Thousand Oaks, CA: Sage. Funk, J. B., Chan, M., Brouwer, J., & Curtiss, K. (2006). A biopsychosocial analysis of the video game-playing experience of children and adults in the United States. SIMILE: Studies in Media & Information Literacy Education, 6(3), 1-15. Lieberman, D. A. (2006). What can we learn from playing interactive games? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 379–397). Mahwah, NJ: Erlbaum. Marijke, J. M., Paw, C. A., Jacobs, W. M., Vaessen, E. P. G., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11(2), 163-166. 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. Olson, C. K., Kutner, L. A., & Warner, D. E. (2008). The role of violent video game content in adolescent development boys' perspectives. Journal of Adolescent Research, 23(1), 55-75. Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L., Nicholi II, A. M., & Beresin, E. V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77-83. Ratey, J., & Hagerman, E. (2009). Spark: The Revolutionary New Science of Exercise and the Brain. American, NY: Little, Brown and Company. Staiano, A. E., & Calvert, S. L. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child development perspectives, 5(2), 93-98. Wilkins, J. L. M., Graham, G., Parker. S., Westfall. S., Fraser, R. G., & Tembo, .M. (2003). Time in the arts and physical education and school achievement. Journal of Curriculum Studies, 35(6), 721-734.
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Details

Journal Section Articles
Authors

İ-tsun Chıang This is me

Hsiu-chi Fu This is me

Shang-ti Chen This is me

Sheng-hung Tsaı This is me

Mao Lıu This is me

Hsin-chih Wu This is me

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

Cite

APA Chıang, İ.-t., Fu, H.-c., Chen, S.-t., Tsaı, S.-h., et al. (2015). POSSIBILITY OF USING SOMATOSENSORY VIDEOGAMES TO PROMOTE ZERO HOUR PHYSICAL EDUCATION IN ELEMENTARY SCHOOLS IN TAIWAN: A QUALITATIVE PERSPECTIVE. The Eurasia Proceedings of Educational and Social Sciences, 2, 159-164.