Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Procedure
Game Selection
- Transferability to school physical education: fostering motor skills development (e.g., movement, jumping, throwing, catching) and enhancing physical attributes such as speed, endurance, and strength.
- Session timing: appropriate intensity level categorized into warm-up, main activity, or cool-down phases.
- Difficulty level: assessed by the application (beginner, intermediate, or advanced) and required space (large or small).
- Game type: gameplay mechanics, competitive or cooperative modes, and individual or team-based play.
- Cone Knockout (Intermediate Level: Warm-Up Phase)Individual agility and speed endurance game. Duration: 60 s.
- Reaction Flow (Beginner Level: Warm-Up Phase)Reaction speed game played in pairs. Duration: 60 s.
- DribbleTag (Advanced Level: Main Activity Phase)Individual reaction speed and coordination game involving basketball dribbling and passing. Duration: 60 s.
- Box Attack (Advanced Level: Main Activity Phase)Individual reaction speed and strength game. Duration: 60 s.
- Galaxy Jumpers (Beginner Level: Cool-Down Phase)Team-based jumping game (3–4 players). Duration: until the last player remains active.
- SuperHits (Intermediate Level: Cool-Down Phase)Individual rhythm game. Duration: the length of the chosen song.
- ▪
- High-Kicks and Reaction were omitted due to similarities with Reaction Flow.
- ▪
- Bunny Hop, Whack a Mole, Fit Pals, and Space Pong were excluded due to their resemblance to Galaxy Jumpers or SuperHits.
- ▪
- Pose was excluded as it focuses on expressive movement rather than physical exertion.
2.3. Instruments
2.4. Data Analysis
3. Results
3.1. Quantitative Measures
- Physical intensity: M = 6.55 [CI 95% 6.27–6.82] SD = 1.58.
- Mental intensity: M = 5.63 [5.28–5.98] SD = 2.04.
- Motor engagement M = 7.32 [7.03–7.60] SD = 1.67.
3.2. Qualitative Measures
3.2.1. Ease of Use and Potential Applications in the PE Classroom: Opportunities and Limitations
3.2.2. Exergames as Promoters of Motor Skills
3.2.3. Motor Engagement as Effective Practice Time
3.2.4. Motivation and Enjoyment
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Reaction | Box Attack | Dribble | Galaxy | Super | |
---|---|---|---|---|---|
Cone | <0.001 | <0.001 | <0.001 | <0.001 | <0.001 |
Reaction | <0.001 | <0.001 | 0.007 | 0.986 | |
Box Attack | <0.001 | <0.001 | <0.001 | ||
Dribble | <0.001 | <0.001 | |||
Galaxy | 0.088 |
Active Arcade Mini-Games | Physical Intensity | Mental Intensity | Motor Engagement | |||
---|---|---|---|---|---|---|
Cone Knockout (RPE) | 0.38 | *** | 0.27 | ** | 0.41 | *** |
Reaction Flow (RPE) | 0.17 | 0.10 | 0.17 | |||
Box Attack (RPE) | 0.41 | *** | 0.33 | *** | 0.43 | *** |
Dribble Tag (RPE) | 0.47 | *** | 0.31 | *** | 0.49 | *** |
Galaxy Jumpers (RPE) | 0.20 | * | 0.19 | * | 0.18 | * |
SuperHits: Catch and Slash (RPE) | 0.25 | ** | 0.15 | 0.23 | ** |
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Sotoca-Orgaz, P.; Arévalo-Baeza, M.; Navia, J.A. Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education. Behav. Sci. 2025, 15, 229. https://doi.org/10.3390/bs15020229
Sotoca-Orgaz P, Arévalo-Baeza M, Navia JA. Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education. Behavioral Sciences. 2025; 15(2):229. https://doi.org/10.3390/bs15020229
Chicago/Turabian StyleSotoca-Orgaz, Pablo, Marta Arévalo-Baeza, and José A. Navia. 2025. "Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education" Behavioral Sciences 15, no. 2: 229. https://doi.org/10.3390/bs15020229
APA StyleSotoca-Orgaz, P., Arévalo-Baeza, M., & Navia, J. A. (2025). Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education. Behavioral Sciences, 15(2), 229. https://doi.org/10.3390/bs15020229