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Exergaming and education: a relational model for games selection and evaluation.

Daniel H K Chow1, Stephen K F Mann1

  • 1Department of Health and Physical Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR, China.

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Summary

Exergaming, or technology-driven physical exercise, shows promise but outcomes vary by user. A new model matches exergame demands to user abilities for better results in education, health, and rehabilitation.

Keywords:
Bloom’s taxonomyeducationexergame selectionhealth and well-beingmodel of exergame

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Area of Science:

  • Kinesiology
  • Educational Technology
  • Rehabilitation Science

Background:

  • Exergaming (technology-driven physical exercise) is increasingly used in education, health, and rehabilitation.
  • While beneficial, exergaming's effectiveness varies across different populations.
  • Inconsistent outcomes may stem from mismatched exergame demands and user capabilities.

Purpose of the Study:

  • To propose a theoretical framework for matching exergames with users.
  • To enhance the effective application of exergaming for diverse populations.
  • To guide future research in exergame design and effectiveness.

Main Methods:

  • Developed a relational model integrating Bloom's taxonomy of learning domains.
  • Incorporated performance components of exergames into the model.
  • Proposed a matrix for matching exergame physical demands with user abilities.

Main Results:

  • The proposed model facilitates appropriate matching between exergames and individuals.
  • This matching is crucial for optimizing benefits across various user groups.
  • The model addresses the need for a structured approach to exergame application.

Conclusions:

  • A theory-based model can improve exergame effectiveness for students, older adults, and rehabilitation patients.
  • Matching game demands to user capabilities enhances physical, developmental, and psychosocial outcomes.
  • This model offers a foundation for future exergame research and development.