Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education

This study aimed to promote a coherent pedagogical framework for integrating mobile exergames into physical education (PE) as a strategy to reduce sedentary behavior. The intervention was grounded in the game-based learning methodology, assessing the impact of exergame practice on the physical and mental well-being of prospective PE teachers. The Borg Rating of Perceived Exertion (RPE) scale and a mental effort scale were used to evaluate perceived exertion across various mini-games, measuring physical intensity, motor engagement, and mental effort with participation from 130 undergraduate students in Physical Activity and Sport Sciences. Additionally, the pedagogical and motivational aspects of the Active Arcade v3.11 video game were analyzed to support its future integration into secondary education PE classes. Participants reported high levels of motor engagement throughout the program, accompanied by moderate physical intensity. They also emphasized the user-friendly nature of these augmented reality exergames and expressed enjoyment during the sessions. The findings suggest that mobile exergames hold considerable potential for enhancing skill acquisition and fundamental motor skills while promoting healthy habits among students in PE classes.

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Publication Details

Journal
Behavioral Sciences
Published
2025-02-18
DOI
https://doi.org/10.3390/bs15020229
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

Funders

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article

Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education

José A. Navia, Pablo Sotoca Orgaz, Marta Arévalo Baeza
1 citations
Behavioral Sciences
Educational Games and Gamification
3.44
article

Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education

José A. Navia, Pablo Sotoca Orgaz, Marta Arévalo Baeza
article en
1 citations

Abstract

This study aimed to promote a coherent pedagogical framework for integrating mobile exergames into physical education (PE) as a strategy to reduce sedentary behavior. The intervention was grounded in the game-based learning methodology, assessing the impact of exergame practice on the physical and mental well-being of prospective PE teachers. The Borg Rating of Perceived Exertion (RPE) scale and a mental effort scale were used to evaluate perceived exertion across various mini-games, measuring physical intensity, motor engagement, and mental effort with participation from 130 undergraduate students in Physical Activity and Sport Sciences. Additionally, the pedagogical and motivational aspects of the Active Arcade v3.11 video game were analyzed to support its future integration into secondary education PE classes. Participants reported high levels of motor engagement throughout the program, accompanied by moderate physical intensity. They also emphasized the user-friendly nature of these augmented reality exergames and expressed enjoyment during the sessions. The findings suggest that mobile exergames hold considerable potential for enhancing skill acquisition and fundamental motor skills while promoting healthy habits among students in PE classes.

Behavioral SciencesVol. 15(2)
Universidad de Alcalá (ES)
Universidad de Alcalá
Quality Education
Openalex Percentile: Top 12%
Educational Games and Gamification
3.44
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Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education — José A. Navia, Pablo Sotoca Orgaz, et al. · Behavioral Sciences (2025) | TGRS Research Map | TGRS