Exploring Educational Exergames in Wellbeing Education: A Study Finnish Primary School

Integrating exergames into well-being education has garnered substantial attention for promoting physical wellness. This study focused on assessing student preferences in exergames, particularly examining variables such as game selection, difficulty level, and collaborative mode. Furthermore, we scrutinized play duration across these variables to gain an in-depth understanding. Our exploration was guided by self-determination theory, centering on autonomy, competence, and relatedness concepts. Conducted within a primary school in Jyväskylä, Finland, our study utilized iWall, an Interactive Gaming Wall, to capture data on these variables, amassing 1707 data points from student frequency log data. Analysis of game frequency delineates game preferences emphasizing physical endurance, rhythmic coordination, and multiplayer engagement. Correlation analyses illuminate the dynamic interaction between game types and difficulty levels, elucidating the connection between gaming challenges and student choices. Moreover, examining play duration underscores how game genres significantly impact gameplay duration, emphasizing the need for diversified cognitive and physical challenges in exergame design. These findings are anticipated to offer insights into future exergame development for well-being education, drawing from a detailed understanding of student preferences established in this study.

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Publication Details

Journal
International Journal of Serious Games
Published
2025-02-18
DOI
https://doi.org/10.17083/ijsg.v12i1.869
Primary Topic
Resilience and Mental Health
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring Educational Exergames in Wellbeing Education: A Study Finnish Primary School

Daniel H. Jarvis, Fadhlan Muchlas Abrori, Theodosia Prodromou, Zsolt Lavicza et al.
International Journal of Serious Games
Resilience and Mental Health
article

Exploring Educational Exergames in Wellbeing Education: A Study Finnish Primary School

Daniel H. Jarvis, Fadhlan Muchlas Abrori, Theodosia Prodromou, Zsolt Lavicza, Jukka Sinnemäki, Kristóf Fenyvesi
article en

Abstract

Integrating exergames into well-being education has garnered substantial attention for promoting physical wellness. This study focused on assessing student preferences in exergames, particularly examining variables such as game selection, difficulty level, and collaborative mode. Furthermore, we scrutinized play duration across these variables to gain an in-depth understanding. Our exploration was guided by self-determination theory, centering on autonomy, competence, and relatedness concepts. Conducted within a primary school in Jyväskylä, Finland, our study utilized iWall, an Interactive Gaming Wall, to capture data on these variables, amassing 1707 data points from student frequency log data. Analysis of game frequency delineates game preferences emphasizing physical endurance, rhythmic coordination, and multiplayer engagement. Correlation analyses illuminate the dynamic interaction between game types and difficulty levels, elucidating the connection between gaming challenges and student choices. Moreover, examining play duration underscores how game genres significantly impact gameplay duration, emphasizing the need for diversified cognitive and physical challenges in exergame design. These findings are anticipated to offer insights into future exergame development for well-being education, drawing from a detailed understanding of student preferences established in this study.

International Journal of Serious GamesVol. 12(1)
Johannes Kepler University of Linz (AT), Nipissing University (CA), Research Institute of the Finnish Economy (FI), Universitas Borneo Tarakan (ID), University of New England (AU), University of Jyväskylä (FI)
Openalex Percentile: Top 96%
Resilience and Mental Health
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