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Published on: December 16, 2010
Effects of a physically active gamification program on cognitive function in primary school children
María Del Carmen Carcelén-Fraile1, Amanda Camacho-Illana2, Alba Rusillo-Magdaleno3
1Department of Educational Sciences, Faculty of Educational Sciences, University of Atlántico Medio, Las Palmas de Gran Canaria, Spain.
Background:
Regular physical activity is associated with improvements in cognitive function during childhood. Integrating physically active learning strategies, such as active gamification, into school settings may enhance cognitive processes while increasing student engagement. However, evidence from randomized controlled trials in primary education remains limited.
Aim:
This study aimed to examine the effects of a physically active gamification program on concentration, selective attention, memory, and creativity in primary school children.
Methods:
A cluster-randomized controlled trial was conducted with 120 children aged 8-11 years from six intact classes. Classes were randomly assigned to an experimental group, which completed a 12-week physically active gamification program during physical education lessons, or to a control group, which followed the standard curriculum. Concentration and selective attention were assessed using the D2 Test, creativity with the CREA Test, and immediate visual memory using a task adapted from the Reynolds Intellectual Assessment Scales (RIAS). Intervention effects were analyzed using linear mixed-effects models, with group, time, and the group × time interaction as fixed effects and classroom included as a random effect to account for clustering. Effect sizes were calculated using Cohen's d.
Results:
Significant group × time interactions were observed for concentration, selective attention, immediate visual memory, and creativity, indicating greater improvements in the experimental group than in the control group. Estimated marginal means showed that concentration increased from 58.43 to 63.68 in the experimental group, while remaining relatively stable in the control group (60.08 to 60.25). Similar intervention-related improvements were observed for selective attention and immediate visual memory, with the latter increasing from 9.37 to 11.62 in the experimental group compared with 9.47 to 10.20 in the control group. Creativity increased markedly in the experimental group (44.22 to 53.00), whereas it remained relatively stable in the control group (45.47 to 44.69). All group × time interactions were statistically significant (p < .05).
Conclusions:
A 12-week physically active gamification intervention improved several cognitive functions in primary school children, including attention, memory, and creativity. These findings support the integration of physically active gamification approaches into school-based physical education to promote cognitive development.
