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. Background.
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William D. Russell, PhD
Dept. of Health, Physical Education, and Recreation
Missouri Western State University
(PE for Life, July 2005)
Xavix Interactive Video Game Technology within the Physical Education Curriculum
Dance Dance Revolution
Sportwall Interactive Video Game Technology within the Physical Education Curriculum
Basketball (6), Track (4), Football (2), Health (2), Soccer, Cross-country, First aid, Tennis, Volleyball, Computers.
Indicate how often you integrate some form of general technology into your PE curriculum
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
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 don’t 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
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
Variable (1=very interested; 5 not at all interested)
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):
Knowledge: 1 = Lots of knowledge; 4 = no knowledge Experience: 1 = lots of experience, 4 = no experience Comfort: 1=very comfortable; 4= not at all comfortable Usage: 1 = daily; 5 = never
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
Physical education is low funding priority 1
General Technology Attitude –
IVGT Attitude –
2. IVGT Experience:
IVGT Anticipated Usage
* p <.05, ** p <..001
“Physical education teachers use information technology to enhance learning and to enhance personal and professional productivity.” (NASPE, 2001, p. 8).
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/standards_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 General’s 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 children’s television and video game use. Journal of Adolescence, 27, 71-85
Yang, S., Vasil, J. & Graham, G. (2005, April). Video Fitness Games: If you can’t beat ‘em, join ‘em. Symposium presented at the 2005 AAHPERD Conference, Chicago, Illinois.