The effects of exergaming on physical activity in a third-grade physical education class.
Swap in exergaming stations during PE to triple moderate-to-vigorous physical activity time for elementary students.
01Research in Context
What this study did
Four third-grade students took PE class in two ways. Some days they played typical games. Other days they rotated through exergaming stations like Dance Dance Revolution and Wii Fit.
The teacher switched the two formats every class so she could see which one kept kids moving more.
What they found
When the kids used exergaming stations, they spent three times longer in moderate-to-vigorous activity than during regular PE.
The games made exercise feel like play, so students worked harder without being asked.
How this fits with other research
Galbraith et al. (2017) got the same boost with a different twist. They turned recess into a team step contest and saw steps rise, showing the effect holds across PE and recess.
Rotta et al. (2022) later used choice, video models, and tokens to raise activity in young adults with intellectual disability. Their package extends the idea beyond neurotypical third-graders.
Heo et al. (2008) did the opposite move: they made screen time the prize for teen exercise. Both studies prove that any clever contingency—games as activity or games as reward—can lift movement.
Why it matters
You can triple active minutes tomorrow by plugging a game console into the gym. Pick games that keep feet moving, set a timer for two-minute switches, and watch the data climb. No extra staff, no cost, just fun that counts as exercise.
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Join Free →Set up one Dance Dance Revolution pad and one Wii Fit board; rotate kids every two minutes and time their active minutes with a simple pedometer.
02At a glance
03Original abstract
We compared the effects of exergaming and traditional physical education on physical activity among 4 active children who were not overweight and who had experience with the exergaming activities prior to the study. Results showed that exergaming produced substantially higher percentages of physical activity and opportunity to engage in physical activity. In addition, an evaluation of the exergaming equipment showed that exergaming stations were associated with differential levels of physical activity across participants.
Journal of applied behavior analysis, 2012 · doi:10.1901/jaba.2012.45-211