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Physical Educators

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Title: Physical Educators


1
Physical 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

2
Background
  • 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)
4
Background (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) .

5
Interactive 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.

6
Xavix
Dance Dance Revolution
CatEye Bikes
Eye-Toy (Playstation)
7
Sportwall
V-Cycling
PowerGrid
Cybex Trazer
8
Purpose
  • 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.

9
Research 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?

10
Procedures
  • 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

11
General 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
12
Descriptives 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
13
Attitudes 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
14
Teachers 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)

15
Teachers 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
16
Results
  • 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)

17
Results (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

18
Results (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

19
Results (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)

20
Results (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

21
Results (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.

22
Correlations 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
23
Conclusions
  • 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

24
Recommendations
  • 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.

25
References
  1. 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.
  2. Lawler, P. (2005, October). Personal
    communication, PE4Life Summit Meeting, October,
    2005, Kansas City, MO.
  3. 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
  4. PE4Life. (2005). Integrating Video Game
    Technology into Physical Education. July
  5. USDHHS (November, 2000). Healthy People 2010
    Understanding and Improving Health. (2nd Ed.)
    Washington, DC United States Government
    Printing.
  6. USDHHS. (2004). The Surgeon Generals Call to
    Action to Prevent Childhood Obesity. (ANCPR
    Publication No. S9593 2001). Rockville MD
    Author..
  7. 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
  8. 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.
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