Title: Physical Educators
1Physical Educators Perceptions and Attitudes
Toward Interactive Video Game Technology within
the Physical Education Curriculum
- William D. Russell, PhD
- Dept. of Health, Physical Education, and
Recreation - Missouri Western State University
2Background
- Childhood obesity has been a national epidemic -
physical education programs have the potential to
be an effective intervention point for school-age
children (USDHHS, 2000). - Recent government-sponsored (Surgeon General)
initiatives has targeted ways to improve fitness
and physical activity levels in children and
reducing overweight and obesity levels - 50 schools in 50 states initiative to improve
the health standards of school-age children. - Shaping Americas Youth. brings together
public/private organizations and advocacy groups
to reduce problem of childhood obesity. - In the midst of PE curriculum dilemmas, daily PE
programs have been advocated as a critical
intervention point to providing students tools
for reaching academic success including - physical health improvement, mental health
enhancement, academic performance improvement,
reaching at-risk students, and ultimately
reducing medical costs - (PE for Life, July 2005)
3(No Transcript)
4Background (Cont)
- Over last two decades, number of overweight and
obese children in US has tripled (Surgeon
Generals Call to Action to Prevent Obesity,
2004). - Major cause of overweight/obesity is lack of
physical activity. - Lack of physical activity is traced to increased
prevalence of TVs, computers, and video game
activity by adolescents. - Childrens weight status has been clearly related
to regular video game usage in national sample of
children, with higher weights being related to
higher rates of video games (Vandewater, Shim,
Caplovitz, 2004). - Recently, in examining male adolescents barriers
for participating in physical activity, boys
reported a preference to engage in
technology-related activities such as video games
and related computer activities. Under time
constraints, they preferred to engage in
time-consuming activities that involved computer
technology (Allison, Dwyer, Golderberg, Fein,
Yoshida, Boultilier, 2005) .
5Interactive Video Game Technology
- Paradoxically, recent popularity within video
game industry has been interactive video game
technology (IVGT). - With technological advances, there is realization
that there may be further benefits to interactive
gaming than simply entertainment including - Using interactive technology to treat children
with ADHD - Training and treatment of injured soldiers in
rehabilitation - Educating college students in learning complex
subject matters within medical fields - Reaching at-risk and special needs children
within the physical education context (Lawler,
2005, personal communication) - Movement-based IVGT includes applications as
Dance Dance Revolution, Xavix, Eye-Toy,Sportwall,
Cybex Trazer, V-Cycling, Powergrid, Makato, and
CatEye. - All contain either interfaces between a gaming
system and exercise equipment or allow the use of
video games to interact with a sport event from a
1st person perspective (Yang, Vasil, Graham,
2005). - Given that technology is an important part of
American culture and with increased targeting of
adolescents with IVGT applications, it is
surprising that little research has studied
effects of IVGT on physical and affective
outcomes, as well as their ability to increase
motivation in PE students within the PE
curriculum.
6Xavix
Dance Dance Revolution
CatEye Bikes
Eye-Toy (Playstation)
7Sportwall
V-Cycling
PowerGrid
Cybex Trazer
8Purpose
- Given that video games are implicated as barrier
for physical activity and PA levels decline
during adolescence, objective, empirical support
is needed for integration and effectiveness of
various movement-based technology into PE
programs. - In order to support best practices, support
must be obtained for physical and psychological
benefits in order to support a rationale for
inclusion of these applications into PE programs. - Since practitioners knowledge, attitude and
comfort toward new practices may be barriers to
implementing these methods, it is important to
determine feasibility of IVGT integration into
the schools. - The major purposes of the study were
- To examine the attitude, skills base, knowledge,
and anticipated usage of interactive video game
technology within the PE curriculum - To examine perceived barriers of practitioners in
the use / integration of IVGT into their programs.
9Research Questions
- In addition to generating descriptive results on
attitudes, knowledge, perception, and anticipated
usage of both general and IVGT, the following
were research questions in the present study - Is there a relationship between teachers
attitude between general technology, IVGT, and
knowledge, experience, comfort, and anticipated
use of IVGT? - Is IVGT knowledge, experience, comfort, and
anticipated use related to whether teachers
perceive barriers to IVGT integration? - Do attitudes about general technology and IVGT
differ as a function of teacher age, gender,
grade level, experience, and class format? - Is there a relationship between general
technology experience and and knowledge,
experience, comfort, and anticipated use of IVGT
applications? - Does IVGT knowledge, experience, comfort, and
anticipated use differ as a function of teacher
age, grade level, and experience?
10Procedures
- Subjects were mailed surveys with informed
consent and told to briefly indicate their
responses in an anonymous fashion. - Physical education coordinators were also
contacted and asked for their permission to
survey K-12 physical educators through their
offices. - Permission was obtained from school
superintendents prior to administering the survey
through the mail - A follow-up reminder was send to both the
individual K-12 practitioners as well as the
physical education coordinators - Subjects
- 36 teachers completed surveys from the following
Missouri school districts - Saint Joseph, MO
- North Kansas City, MO
11General Descriptives
- 36 practitioners surveyed (35 regular full-time,
1 district coordinator males n 17) females n
19) - Are you the primary physical education teacher at
your school? YES 31 (86) NO 5 (14) - Other responsibilities mentioned
- Basketball (6), Track (4), Football (2), Health
(2), Soccer, Cross-country, First aid, Tennis,
Volleyball, Computers. - Elementary teachers (n17) Middle school
teachers (n10) Secondary school teachers (n9) -
Variable Mean SD
Teacher Age 36.63 11.1
Years of Experience 8.88 8.84
Number of classes taught per day 5.58 2.58
Average class size 23.08 6.62
Frequency of class (days/week) 3.64 1.27
Importance of access to technology in general (1very important 4not at all important) 1.75 .50
Importance of integrating technology into YOUR teaching (1very important 4 not at all important) 1.86 .42
General attitude toward technology (1 love using 6 hate using) 2.11 .63
12Descriptives General Computer Application
Experience and Comfort
Computer Application Experience Level Comfort Level
Computers in general M 1.75 SD .55 M 1.64 SD .59
Word Processing M 1.42 SD .61 M 1.50 SD .61
Spreadsheets (e.g. Excel) M 2.31 SD .75 M 2.33 SD .79
Databases M 3.28 SD .49 M 2.83 SD .97
Graphics M 3.08 SD .87 M 3.31 SD 1.54
Presentation Software PowerPoint) M 2.53 SD 1.08 M 2.50 SD 1.21
Desktop Publishing M 2.83 SD .91 M 2.94 SD .95
Internet Software M 1.77 SD 1.04 M 1.89 SD 1.11
Internet Search Engines M 1.64 SD .90 M 1.67 SD .96
Hypermedia / Multimedia M 3.58 SD .55 M 3.36 SD .80
Integrated Learning Systems M 3.27 SD .81 M 3.27 SD .74
Simulation programs M 3.64 SD .54 M 3.50 SD .56
Drill / Tutorial Programs M 3.33 SD .72 M 3.17 SD .77
13Attitudes Toward Technology Integration in
Physical Education
Indicate how often you integrate some form of
general technology into your PE
curriculum --------- Never 13 (36) Hardly Ever
(once or twice a year) 13 (36) Fairly
Regularly (1-2 Times per month) 9
(25) Regularly (weekly) 1 (3) Always
(almost every day or every day) How much do you
believe that technology has changed or determined
the way physical education program are taught? 12
(33) Greatly 23 (64) Somewhat 1
(3) Not at All 1 (3) No Opinion How do you
believe that technology has changed/determined
the way YOU teach your classes and plan your
curriculum? 7 (19) Greatly 23
(64) Somewhat 5 (14) Not at all 1
(3) No Opinion How would you rate your
understanding of how interactive video game
technology can be used to facilitate teaching and
learning in your classes? 15 (42) Not
confident 15 (42) I am aware of this
technology, but I do not know how to use it 5
(14) I know how to use this technology, but
dont know how to use it to foster teaching 1
(3) I am confident with using this technology
and using it to foster effective teaching
PE Which of the statements would BEST summarize
your attitude toward use of interactive video
game technology into your PE classes? 3
(8) This type of application has no place in the
PE curriculum 7 (19) This type of technology
application has limited function in the PE
curriculum 3 (8) This type of technology
application may improve motivation, but will not
improve physical activity 2 (6) This type of
technology application may improve physical
activity but will not improve PA 16 (44) This
technology application has the potential to be
effective only to the degree that teachers link
activities back to learning objectives 5
(14) This type of technology application must be
integrated into the PE curriculum if student
motivation and PA levels are to be enhanced
14Teachers perceptions of student interest in
video game technology
- Variable (1very interested 5 not at all
interested) - Mean SD
- Hand-Held video games (GameBoy) 1.52 .88
- Video Game Consoles (Playstation) 1.30 .63
- Computer CD-ROM games 1.58 .73
- Internet Games 1.72 .84
- Internet-Based Games 1.72 .82
- Interactive Video Games (Dance Dance
Revolution) 1.72 .88 - Discipline-Specific Technology currently being
integrated (Q17) - Pedometers 33 (92)
- Heart Rate Monitors 9 (25)
- Tri-Fit Assessment 7 (19)
- FITNESSGRAM Software 3 (8)
- None 3 (8)
- BMI calculator (Internet) 2 (5)
- FITLINKS 2 (5)
- Video workouts 1 (3)
15Teachers Perceptions regarding IVGT Applications
Application Knowledge Experience Comfort Usage
1. Dance Dance Revolution M 2.56 SD .91 M 3.75 SD .58 M 3.06 SD .86 M 3.94 SD .92
2. Eye Toy (Playstation) M 3.33 SD .83 M 3.69 SD .62 M 3.31 SD .75 M 4.25 SD .97
3. Xavix M 3.81 SD .47 M 3.97 SD .17 M 3.58 SD .60 M 4.36 SD .83
4. CatEye M 3.36 SD .90 M 3.58 SD .77 M 3.28 SD .81 M 4.02 SD 1.10
5. Sportwall M 3.78 SD .48 M 3.89 SD .32 M 3.56 SD .56 M 4.28 SD .94
6. Cybex Trazer M 3.80 SD .52 M 3.83 SD .51 M 3.56 SD .61 M 4.28 SD 1.03
7. V-Cycling M 3.47 SD .74 M 3.67 SD .59 M 3.47 SD .65 M 4.17 SD 1.03
8. PowerGrid M 3.83 SD .56 M 3.83 SD .51 M 3.61 SD .60 M 4.19 SD 1.04
9. Makato M 4.00 SD .00 M 3.97 SD .17 M 3.69 SD .52 M 4.41 SD .87
Knowledge 1 Lots of knowledge 4 no
knowledge Experience 1 lots of
experience, 4 no experience Comfort 1very
comfortable 4 not at all comfortable Usage 1
daily 5 never
16Results
- Relationship between teachers attitude toward
general technology, IVGT, and their knowledge,
experience, comfort, and anticipated usage of
IVGT applications - More favorable attitudes toward general
technology were associated with more positive
attitudes toward IVGT integration (questions 12
and 21) (r -.34, plt.05). - More favorable attitudes toward technology were
also associated with a greater understanding of
how IVGT could be used to facilitate teaching.
(questions 12 and 20) (r -.36, p lt.05) - Significant relationships found for
- General attitude toward technology (Q12) and DDR
knowledge (r .35, plt.05) - Teachers understanding for how IVGT use to
facilitate teaching (Q 20) and - CatEye knowledge (r -.34), Cybex Trazer
knowledge (r -.44), , V-cycling knowledge (r
-.46), Cybex experience (r -.51), V-cycling
experience (r-.46), CatEye comfort (r-.40),
Sportwall comfort (r -.40), Cybex Trazer comfort
(r-.43), and V-cycling comfort (r-.43) (plt.05) - Favorable attitudes about IVGT integration into
PE (Q 21) and - V-cycling knowledge (r-.40) and V-cycling
experience (r -.36) (p lt.05)
17Results (Cont)
- Is IVGT knowledge, experience, comfort, and
anticipated usage related to teachers
perceptions of barriers to IVGT integration? - A one-way MANOVA examined whether IVGT knowledge,
experience, comfort, and anticipated usage
differed according to whether teachers indicated
there were perceived barriers to integrating
these applications into the curriculum. - No significant effect was found (Wilks Lambda
(3,32) .817, p gt.05), indicating that knowledge,
experience, comfort, and anticipated usage were
not affected by their perceptions of barriers for
integration. - Barriers that would prevent IVGT integration into
PE curriculum at your school? (Q26) - YES 15 (42) NO 21 (58)
- Lack of money/funding 9
- Lack of space and equipment 7
- Difficulty engaging entire class 2
- Lack of tech support 2
- Lack of time to be trained 2
- Lack of student interest 1
- Installation 1
- Physical education is low funding priority 1
18Results (Cont)
- Can attitudes about technology and IVGT be
predicted by teacher age, gender, grade level,
experience, class frequency format, and time
block format? - Two separate multiple regressions were performed
for (1) general technology attitude and (2) IVGT
attitude, using age, gender, grade level,
experience, class frequency, and time block as
predictors. - General Technology Attitude
- Significant overall regression equation (F (6,34)
3.02, p lt.05, R2 .39). - Regression results indicated that teachers grade
was most predictive of general technology
attitude secondary level physical educators had
more positive attitude toward general technology
than elementary teachers. - IVGT Attitude
- No significant regression results for prediction
of criterion from predictor variables (F (6,34)
1.02, p gt.05, R2 .18
19Results (Cont)
- Is there a relationship between teachers general
computer technology experience and IVGT
application knowledge, experience, comfort and
anticipated usage? - Multiple correlations were performed across
general technology experience and teachers IVGT
knowledge, experience, comfort and anticipated
usage to examine relationships across these
variables. - Results of these correlation matrices were
nonsignificant, indicating that, in general,
teachers general technology experience was
unrelated to their knowledge, experience level,
comfort, or anticipated usage of various IVGT
applications - Several correlations did reach significance
- Presentation software experience was related to
DDR knowledge (r .33, plt.05), CatEye knowledge
(r .33, plt.05) and V-Cycling knowledge (r .43,
plt.01). Internet software experience was also
related to V-cycling knowledge (r.34, plt.05) - Presentation software experience was related to
CatEye experience (r .34, plt.05) and V-cycling
experience (r .38, plt.05) Internet software
experience was related to V-cycling experience,
(r .34, p,.05) Drill/practice program
experience was related to V-cycling experience,
(r .34, plt.05)
20Results (Cont)
- Does IVGT knowledge, experience, comfort, and
anticipated usage differ as a function of teacher
gender, grade level, and years of teaching
experience? - 4 separate MANOVAs ? Gender (M/F), Grade Level
(Elementary, Middle, Secondary) and experience (lt
5yrs, 6-15 yrs, gt15 yrs) as IVs and knowledge,
experience, comfort, and anticipated usage on 9
IVGT applications as DVs - (DDR, EyeToy, Xavix, CatEye, Sportwall, Cybex
Trazer, V-Cycling, Powergrid, Makato) - IVGT Knowledge
- 3 way (Gender, Grade, Experience) MANOVA on
knowledge was significant (Wilks Lambda (8,36)
5.88, plt.001) - Significant Univariate ANOVAs for teacher
experience on - CatEye Knowledge (F(2,21) 5.66, plt.05) ? lt 5 yrs
experience gt teachers with 6-15 yrs or gt 15 yrs
experience. - Cybex Trazer Knowledge (F(2,21) 8.63, plt.001) ?
lt 5 yrs experience gt teachers with 6-15 yrs or gt
15 yrs experience. - V-Cycling knowledge (F(2,21) 6.64, plt..001) ? lt
5 yrs experience gt teachers with 6-15 yrs or gt 15
yrs experience - Significant Univariate ANOVAs for grade level on
- DDR knowledge (F(2,21) 6.60, plt.001) ?
Elementary gt Middle, Secondary level teachers. - V-Cycling knowledge (F(2,21) 5.30, plt.05) ?
Elementary gt Middle, Secondary level teachers
21Results (Cont)
- Does IVGT knowledge, experience, comfort, and
anticipated usage differ as a function of teacher
gender, grade level, and years of teaching
experience? - 2. IVGT Experience
- 3 way (Gender, Grade, Experience) MANOVA on
experience was not significant (Wilks Lambda
(8,36) 4.58, pgt.05). - IVGT Comfort
- 3 way (Gender, Grade, Experience) MANOVA on
comfort was significant (Wilks Lambda (9,36)
3.07, plt.05). - Significant univariate ANOVAs for teachers
experience - Xavix Comfort (F(2,14) 4.81, plt.05 ? lt 5 yrs
experience gt teachers with 6-15 yrs or gt 15 yrs
experience. - Cybex Trazer Comfort (F(2,14) 4.86, plt.05 ? lt 5
yrs experience gt teachers with 6-15 yrs or gt 15
yrs experience. - IVGT Anticipated Usage
- 3 way (Gender, Grade, Experience) MANOVA on
anticipated usage was significant (Wilks Lambda
(9,36) 3.64, plt.05). - Significant univariate ANOVAs for teachers
experience - CatEye Usage (F(2,14) 3.75, plt.05 ? lt 5 yrs
experience gt teachers with 6-15 yrs or gt 15 yrs
experience. - V-Cycling Usage (F(2,14) 4.18, plt.05 ? lt 5 yrs
experience gt teachers with 6-15 yrs or gt 15 yrs
experience.
22Correlations IVGT Comfort and Anticipated Usage
IVGT Anticipated Usage
DDR EyeToy Xavix CatEye Sportwall Cybex V-Cycling Powergrid Makato
DDR .44 .29 .25 .15 .26 .31 .35 .28 .27
Eyetoy .31 .48 .23 .20 .27 .23 .27 .22 .24
Xavix .22 .28 .19 .27 .26 .29 .35 .22 .28
CatEye .17 .16 .10 .43 .05 .04 .15 .14 .07
Sportwall .12 .11 .11 .16 .13 .17 .28 .10 .22
Cybex .21 .15 .16 .27 .22 .30 .40 .19 .25
V-Cycling .28 .17 .15 .26 .20 .27 .43 .16 .20
Powergrid .16 .22 .23 .15 .10 .04 .11 .26 .21
Makato .19 .21 .19 .16 .18 .11 .20 .17 .29
IVGT Comfort
p lt.05, p lt..001
23Conclusions
- Teachers more favorable general technology
attitudes were associated with more favorable
attitudes toward IVGT applications and their
possible integration into the PE curriculum. - Perceptions of potential barriers to IVGT
integration did not factor into teachers
attitudes toward IVGT applications, BUT THE
TEACHERS IN THIS SAMPLE HAD VERY LITTLE
KNOWLEDGE, EXPERIENCE, OR COMFORT WITH THESE
APPLICATIONS. - Age, gender, grade level, experience, class
frequency, and time block were not predictors of
IVGT, probably due to the fact that few
practitioners were familiar with these
applications. - More positive attitudes toward technology in
general were predicted by grade level, with
secondary teachers level more predictive of a
more positive attitude - There were no relationships between general
computer technology experience and IVGT
experience, knowledge, comfort, or anticipated
usage. - If any teacher segment is familiar with various
IVGT applications, it appears that - Younger, less experienced teachers are more
likely to have been exposed and thus have more
IVGT knowledge - Younger, less experienced teachers are more
likely to have more comfort to use certain IVGT
applications - Younger, less experienced teachers are more
likely to anticipate they would use the various
IVGT applications in their programs
24Recommendations
- For practitioners to effectively integrate new
technologies and use them in teaching for
learning, they must be knowledgeable,
experienced, and comfortable in using this
technology. - These survey results indicate a need to expose
educators to IVGT more than they currently are. - Teachers must be given opportunities for
professional development in technology
integration if they are expected to work toward
integration of technology in accordance with
NASPEs 9th PETE standard where - Physical education teachers use information
technology to enhance learning and to enhance
personal and professional productivity. (NASPE,
2001, p. 8). - There appears to be a disparity between
recommended benefits of IVGT in PE curriculums
(Yang, Vasil, Graham, 2005) and teachers
current knowledge, experience, and comfort levels
These barriers must be addressed before
wide-scale IVGT application lead to best
practices for motivation and PA enhancement in
PE curriculums - Larger scale surveys addressing practitioners
current knowledge and attitudes toward IVGT is
warranted to further examine if these factors are
barriers to widespread implementation.
25References
- Allison, K.R., Dwyer. J.J., Goldenberg. E.,
Allan, F., Yoshida, K.K., Boultilier, M.
(2005). Male adolescents reasons for
participating in physical activity, barriers to
participation, and suggestions for increasing
participation. Adolescence, 40, 155-156. - Lawler, P. (2005, October). Personal
communication, PE4Life Summit Meeting, October,
2005, Kansas City, MO. - National Association for Sport and Physical
Education. (2001). Standards for initial
programs in physical education teacher education.
From http//www.aahperd.org/naspe/pdf_files/stand
ards_initial.pdf - PE4Life. (2005). Integrating Video Game
Technology into Physical Education. July - USDHHS (November, 2000). Healthy People 2010
Understanding and Improving Health. (2nd Ed.)
Washington, DC United States Government
Printing. - USDHHS. (2004). The Surgeon Generals Call to
Action to Prevent Childhood Obesity. (ANCPR
Publication No. S9593 2001). Rockville MD
Author.. - Vandewater, E.A., Shim, M., Caplovitz, A.G.
(2004). Linking obesity and activity level with
childrens television and video game use.
Journal of Adolescence, 27, 71-85 - Yang, S., Vasil, J. Graham, G. (2005,
April). Video Fitness Games If you cant beat
em, join em. Symposium presented at the 2005
AAHPERD Conference, Chicago, Illinois.