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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.
Frontiers in Psychology
|July 24, 2023
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.
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.

