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.
Journal Section | Articles |
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Authors | |
Publication Date | September 1, 2015 |
Published in Issue | Year 2015 Volume: 2 |