Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training
Abstract
:1. Introduction
2. Materials and Methods
2.1. Intervention
2.2. Methods
2.2.1. Research Questions
- What are children’s overall perceptions about ease of use and usefulness of the projected AR exergame prototype to practice balance and coordination?
- How can projected AR exergames be made more engaging and motivating for children in training balance and coordination skills?
2.2.2. Sample
2.2.3. Survey Design
2.2.4. Analysis
- Quantitative data collection: Likert scale questions, recording each child’s rating for analysis.
- Quantitative data analysis: descriptive, frequency and cross-tabulations were used to generate a series of visualisations to identify key findings.
- Qualitative data collection: thematic analysis was used to collate and analyse children’s responses to open-ended questions. Words or phrases were compared and synonyms were considered to categorise answers and generate a keyword-frequency table.
- Qualitative data analysis: a keyword-frequency table was used in the formation of themes that explain and complement the results of the quantitative data.
- Comprehensive analysis: combining the results of the quantitative and qualitative analyses with observations of the children’s performance during their participation in the test provided a more complete picture of the children’s view of the prototype.
3. Results
3.1. Likert Scale Results
3.2. Open-Ended Results
- Some children were wearing clothes or shoes in a similar colour to the wall, which prevented the depth camera from tracking their movements well, due to lack of contrast.
- Sometimes children moved too close to the wall and too far from the depth camera for the camera to perform accurate tracking.
- At times, features on the back of the children’s heads (such as hair movement, hair colour, or artifacts introduced during the image-compression process) were misinterpreted by the depth camera and would sometimes incorrectly identify the wrong hand or foot, resulting in points being deducted.
- The differences in lighting in the game room occasionally affected the depth camera’s ability to accurately track the children’s movements.
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- World Health Organization. Falls. Available online: https://www.who.int/news-room/fact-sheets/detail/falls (accessed on 26 April 2021).
- Chaput, J.P.; Barnes, J.D.; Tremblay, M.S.; Fogelholm, M.; Hu, G.; Lambert, E.V.; Maher, C.; Maia, J.; Olds, T.; Onywera, V.; et al. Inequality in physical activity, sedentary behaviour, sleep duration and risk of obesity in children: A 12-country study. Obes. Sci. Pract. 2018, 4, 229–237. [Google Scholar] [CrossRef] [PubMed]
- Ng, Y.-L.; Ma, F.; Ho, F.K.; Ip, P.; Fu, K.-W. Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials. Comput. Hum. Behav. 2019, 99, 278–291. [Google Scholar] [CrossRef]
- Han, A.; Fu, A.; Cobley, S.; Sanders, R.H. Effectiveness of exercise intervention on improving fundamental movement skills and motor coordination in overweight/obese children and adolescents: A systematic review. J. Sci. Med. Sport 2018, 21, 89–102. [Google Scholar] [CrossRef]
- Williams, H.G.; Pfeiffer, K.A.; O’Neill, J.R.; Dowda, M.; McIver, K.L.; Brown, W.H.; Pate, R.R. Motor Skill Performance and Physical Activity in Preschool Children. Obesity 2008, 16, 1421–1426. [Google Scholar] [CrossRef]
- Granacher, U.; Muehlbauer, T.; Gollhofer, A.; Kressig, R.W.; Zahner, L. An Intergenerational Approach in the Promotion of Balance and Strength for Fall Prevention—A Mini-Review. Gerontology 2011, 57, 304–315. [Google Scholar] [CrossRef] [PubMed]
- Manners, L. Birth to three…: Balancing. Nurs. World 2021, 2021, 23. [Google Scholar] [CrossRef]
- Mroczkowski, A.; Sikorski, M.M. The susceptibility to body injuries during a fall and abilities related to motor coordination of children aged 10 to 12. Arch. Budo Sci. Martial Arts Extrem. Sports 2015, 11, 65–71. [Google Scholar]
- Shim, A.; Rose-Woodward, J. Dynamic Balance Drills to Promote Skill Acquisition and Prevent Injuries in Children. Strategies 2019, 32, 3–11. [Google Scholar] [CrossRef]
- Rahmanto, I.N.; Suwastika, N.A.; Yasirandi, R. How Can IoT Applicable to Practice Gross Motor Skill Through Hopscotch Game? J. RESTI (Rekayasa Sist. Dan Teknol. Inf.) 2020, 4, 584–590. [Google Scholar] [CrossRef]
- Mahmud, B. Urgensi stimulasi kemampuan motorik kasar pada anak usia dini. DIDAKTIKA J. Kependidikan 2019, 12, 12. [Google Scholar] [CrossRef]
- Gomes, T.N.; dos Santos, F.K.; Zhu, W.; Eisenmann, J.; Maia, J.A. Multilevel analyses of school and children’s characteristics associated with physical activity. J. Sch. Health 2014, 84, 668–676. [Google Scholar] [CrossRef]
- Remmers, T.; Koolwijk, P.; Fassaert, I.; Nolles, J.; de Groot, W.; Vos, S.B.; de Vries, S.I.; Mombarg, R.; Van Kann, D.H.H. Investigating young children’s physical activity through time and place. Int. J. Health Geogr. 2024, 23, 12. [Google Scholar] [CrossRef]
- Cruickshank, V.; Hyndman, B.; Patterson, K.; Kebble, P. Encounters in a marginalised subject: The experiential challenges faced by Tasmanian Health and Physical Education teachers. Aust. J. Educ. 2020, 65, 24–40. [Google Scholar] [CrossRef]
- Barwood, D.; Penney, D.; Cunningham, C. A paradox or a culture of acceptance? The idiosyncratic workforce delivering health education in lower secondary government schools in Western Australia. Asia-Pac. J. Health Sport Phys. Educ. 2017, 8, 193–209. [Google Scholar] [CrossRef]
- Cruickshank, V.; Pill, S.; Williams, J.; Mainsbridge, C.; Nash, R. Primary school Physical Education (PE) specialist teachers’ experiences of teaching Health Education and Physical Education. Curric. Perspect. 2024, 44, 3–13. [Google Scholar] [CrossRef]
- Lynch, T.; Soukup, G.J. Primary physical education (PE): School leader perceptions about classroom teacher quality implementation. Cogent Educ. 2017, 4, 1348925. [Google Scholar] [CrossRef]
- Wilson-Gahan, S. Health and physical education-navigating the chasm of school policy, management and practices to enact the intended curriculum. In Proceedings of the 29th Australian Council of Health Physical Education and Recreation (ACHPER) International Conference 2015: Values into Action—A Brighter Future, Adelaide, Australia, 13–15 April 2015; p. 52. [Google Scholar]
- Smith, W.; Ovens, A.; Philpot, R. Games-based movement education: Developing a sense of self, belonging, and community through games. Phys. Educ. Sport Pedagog. 2021, 26, 242–254. [Google Scholar] [CrossRef]
- Ferry, M.; Westerlund, R. Professional networks, collegial support, and school leaders: How physical education teachers manage reality shock, marginalization, and isolation in a decentralized school system. Eur. Phys. Educ. Rev. 2022, 29, 74–90. [Google Scholar] [CrossRef]
- Walters, W.; MacLaughlin, V.; Deakin, A. Perspectives and reflections on assessment in physical education: A narrative inquiry of a pre-service, in-service and physical education teacher educator. Curric. Stud. Health Phys. Educ. 2023, 14, 73–91. [Google Scholar] [CrossRef]
- Ward, G.; Griggs, G. Primary Physical Education. Eur. Phys. Educ. Rev. 2018, 24, 400–417. [Google Scholar] [CrossRef]
- Evans, J.; Davies, B. Neoliberal freedoms, privatisation and the future of physical education. Sport Educ. Soc. 2015, 20, 10–26. [Google Scholar] [CrossRef]
- Myer, G.D.; Faigenbaum, A.D.; Edwards, N.M.; Clark, J.F.; Best, T.M.; Sallis, R.E. Sixty minutes of what? A developing brain perspective for activating children with an integrative exercise approach. Br. J. Sports Med. 2015, 49, 1510. [Google Scholar] [CrossRef]
- Kirk, D. Physical Education Futures; Routledge: Abingdon, UK, 2009. [Google Scholar] [CrossRef]
- Griggs, G.; Fleet, M. Most People Hate Physical Education and Most Drop Out of Physical Activity: In Search of Credible Curriculum Alternatives. Educ. Sci. 2021, 11, 701. [Google Scholar] [CrossRef]
- Nath, D.; Nath, S.C.; Das, A.; Kalai, S.; Choudhury, R.D. From confusion to clarity: A comprehensive study on misconceptions in physical education. Int. J. Phys. Educ. Sports Health 2024, 11, 227–233. [Google Scholar] [CrossRef]
- Arufe-Giráldez, V.; Sanmiguel-Rodríguez, A.; Ramos-Álvarez, O.; Navarro-Patón, R. Gamification in Physical Education: A Systematic Review. Educ. Sci. 2022, 12, 540. [Google Scholar] [CrossRef]
- Camacho-Sánchez, R.; Manzano-León, A.; Rodríguez-Ferrer, J.M.; Serna, J.; Lavega-Burgués, P. Game-Based Learning and Gamification in Physical Education: A Systematic Review. Educ. Sci. 2023, 13, 183. [Google Scholar] [CrossRef]
- El-Tanahi, N.; Soliman, M.; Abdel Hady, H.; Alfrehat, R.; Faid, R.; Abdelmoneim, M.; Torki, M.; Hamoudah, N. The Effectiveness of Gamification in Physical Education: A Systematic Review. Int. J. Educ. Math. Sci. Technol. 2024, 12, 406–417. [Google Scholar] [CrossRef]
- Ferraz, R.; Ribeiro, D.; Alves, A.R.; Teixeira, J.E.; Forte, P.; Branquinho, L. Using Gamification in Teaching Physical Education: A survey review. Montenegrin J. Sports Sci. Med. 2024, 13, 31–44. [Google Scholar] [CrossRef]
- Plass, J.L.; Homer, B.D.; Kinzer, C.K. Foundations of Game-Based Learning. Educ. Psychol. 2015, 50, 258–283. [Google Scholar] [CrossRef]
- Zhou, G. Navigating the Future Landscape of Gamified Education. In Proceedings of the 2023 2nd International Conference on Educational Science and Social Culture (ESSC 2023), Tianjin, China, 22–24 December 2023; p. 02005. [Google Scholar]
- Vats, S.; Joshi, R. The Impact of Virtual Reality in Education: A Comprehensive Research Study. In Proceedings of the International Working Conference on Transfer and Diffusion of IT, Maynooth, Ireland, 15–16 December 2023; pp. 126–136. [Google Scholar]
- Berryman, D.R. Augmented Reality: A Review. Med. Ref. Serv. Q. 2012, 31, 212–218. [Google Scholar] [CrossRef]
- McCrindle, M. Generation Alpha; Hachette: London, UK, 2021. [Google Scholar]
- Hashim, H. Application of Technology in the Digital Era Education. Int. J. Res. Couns. Educ. 2018, 1, 1. [Google Scholar] [CrossRef]
- George, S. Games, Simulations, Immersive Environments, and Emerging Technologies. In Encyclopedia of Education and Information Technologies; Tatnall, A., Ed.; Springer International Publishing: Cham, Switzerland, 2019; pp. 1–10. [Google Scholar] [CrossRef]
- Amirthalingam, J.; Paidi, G.; Alshowaikh, K.; Jayarathna, A.I.; Salibindla, D.B.A.M.R.; Karpinska-Leydier, K.; Ergin, H.E. Virtual reality intervention to help improve motor function in patients undergoing rehabilitation for Cerebral Palsy, Parkinson’s Disease, or Stroke: A systematic review of randomized controlled trials. Cureus 2021, 13, e16763. [Google Scholar] [CrossRef]
- Etaat, A. An Online Balance Training Application Using Pose Estimation and Augmented Reality. Masters Thesis, Concordia University, Montreal, QC, Canada, 2021. [Google Scholar]
- Voinescu, A.; Sui, J.; Stanton Fraser, D. Virtual reality in neurorehabilitation: An umbrella review of meta-analyses. J. Clin. Med. 2021, 10, 1478. [Google Scholar] [CrossRef] [PubMed]
- Malick, W.H.; Butt, R.; Awan, W.A.; Ashfaq, M.; Mahmood, Q. Effects of Augmented Reality Intervention on the Range of Motion and Muscle Strength of Upper Extremity in Children with Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial. Games Health J. 2022, 11, 168–176. [Google Scholar] [CrossRef] [PubMed]
- Pourazar, M.; Bagherzadeh, F.; Mirakhori, F. Virtual reality training improves dynamic balance in children with cerebral palsy. Int. J. Dev. Disabil. 2021, 67, 422–427. [Google Scholar] [CrossRef] [PubMed]
- Aromaa, S.; Väätänen, A.; Aaltonen, I.; Goriachev, V.; Helin, K.; Karjalainen, J. Awareness of the real-world environment when using augmented reality head-mounted display. Appl. Ergon. 2020, 88, 103145. [Google Scholar] [CrossRef] [PubMed]
- Hawkinson, E.; Mehran, P.; Alizadeh, M. Using MAVR to bring new dimensions to the classroom. Lang. Teach. 2017, 41, 30–32. [Google Scholar]
- Kaur, A.; Datta, P.; Mantri, A. Educational Applications of Immersive Technology: A Technical Report. ECS Trans. 2022, 107, 8163. [Google Scholar] [CrossRef]
- Murwonugroho, W.; Ardianto, D.T. Visual fantasy in children‘s learning through virtual & augmented reality. Int. J. Sci. Technol. Res. 2019, 8, 12. [Google Scholar]
- Statista. Annual Revenue Generated by Pokémon GO Worldwide from 2016 to 2023. Available online: https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending/ (accessed on 4 March 2024).
- Grande Experiences. Available online: https://www.grande-experiences.com/ (accessed on 4 November 2024).
- Carmigniani, J.; Furht, B. Augmented Reality: An Overview; Springer: New York, NY, USA, 2011; pp. 3–46. [Google Scholar] [CrossRef]
- Alves, J.; Marques, B.; Oliveira, M.; Araújo, T.; Dias, P.; Santos, B.S. Comparing Spatial and Mobile Augmented Reality for Guiding Assembling Procedures with Task Validation. In Proceedings of the 2019 IEEE International Conference on Autonomous Robot Systems and Competitions (ICARSC), Porto, Portugal, 24–26 April 2019; pp. 1–6. [Google Scholar]
- Benko, H.; Wilson, A.D.; Zannier, F. Dyadic projected spatial augmented reality. In Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology, Honolulu, HI, USA, 5–8 October 2014; pp. 645–655. [Google Scholar]
- Finco, M.D.; Dantas, V.R.; dos Santos, V.A. Exergames, Artificial Intelligence and Augmented Reality: Connections to Body and Sensorial Experiences. In Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies; Geroimenko, V., Ed.; Springer Nature: Cham, Switzerland, 2023; pp. 271–282. [Google Scholar] [CrossRef]
- Koivisto, J.; Malik, A.; Gurkan, B.; Hamari, J. Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game. In Proceedings of the Hawaii International Conference on System Sciences, Grand Wailea, HI, USA, 8–11 January 2019. [Google Scholar]
- Wiederhold, M.D.; Crisci, M.; Patel, V.; Nonaka, M.; Wiederhold, B.K. Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being. Cyberpsychol Behav. Soc. Netw. 2019, 22, 122–126. [Google Scholar] [CrossRef] [PubMed]
- Piumatti, G.; Sanna, A.; Gaspardone, M.; Lamberti, F. Spatial Augmented Reality meets robots: Human-machine interaction in cloud-based projected gaming environments. In Proceedings of the 2017 IEEE International Conference on Consumer Electronics (ICCE), Las Vegas, NV, USA, 8–10 January 2017; pp. 176–179. [Google Scholar]
- Feletti, F.; Mucci, V.; Aliverti, A. Chapter 62—Posture analysis in extreme sports. In DHM and Posturography; Scataglini, S., Paul, G., Eds.; Academic Press: Cambridge, MA, USA, 2019; pp. 791–798. [Google Scholar] [CrossRef]
- Kiers, H.; van Dieën, J.; Dekkers, H.; Wittink, H.; Vanhees, L. A Systematic Review of the Relationship between Physical Activities in Sports or Daily Life and Postural Sway in Upright Stance. Sports Med. 2013, 43, 1171–1189. [Google Scholar] [CrossRef]
- Machado, A.S.; Darmohray, D.M.; Fayad, J.; Marques, H.G.; Carey, M.R. A quantitative framework for whole-body coordination reveals specific deficits in freely walking ataxic mice. eLife 2015, 4, e07892. [Google Scholar] [CrossRef]
- Atilgan, O.E. Relationships between perceptual-motor skills and postural balance in nine years old boys. Educ. Res. Rev. 2012, 7, 517. [Google Scholar]
- Kazimeirez, K.; Ewa, K. Body balance in children aged 11–13 years and the process of physical education. Pol. J. Sport Tour. 2010, 17, 87–96. [Google Scholar]
- Dobell, A.; Pringle, A.; Faghy, M.A.; Roscoe, C.M.P. Fundamental Movement Skills and Accelerometer-Measured Physical Activity Levels during Early Childhood: A Systematic Review. Children 2020, 7, 224. [Google Scholar] [CrossRef] [PubMed]
- Benzing, V.; Schmidt, M. Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats. J. Clin. Med. 2018, 7, 422. [Google Scholar] [CrossRef] [PubMed]
- Gao, Y.; Mandryk, R. The acute cognitive benefits of casual exergame play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, TX, USA, 5–10 May 2012. [Google Scholar]
- Sousa, H.; Gouveia, E.R.; Cameirão, M.S.; Gonçalves, A.; Muñoz, J.E.; Paulino, T.; Simão, H.; Nunes, R.; Bernardino, A.; Badia, S.B.i. Custom-made exergames for older people: New inputs for multidimensional physical. In Proceedings of the 2019 5th Experiment International Conference (exp.at’19), Funchal, Portugal, 12–14 June 2019; pp. 249–250. [Google Scholar]
- Ma, W.W.A.; Wong, H.L.J. Exergaming for children with probable developmental coordination disorder (p-DCD)/DCD. J. Phys. Educ. Recreat. 2020, 25, 29–38. [Google Scholar] [CrossRef]
- Ilmi, M.; Liyundira, F.S.; Rachmawati, A.; Juliasari, D.; Habsari, P. Perkembangan Dan Penerapan Theory Of Acceptance Model (TAM) Di Indonesia. Relasi J. Ekon. 2020, 16, 436–458. [Google Scholar] [CrossRef]
- Zaineldeen, S.; Hongbo, L.; Koffi, A.L.; Hassan, B.M.A. Technology acceptance model’concepts, contribution, limitation, and adoption in education. Univers. J. Educ. Res. 2020, 8, 5061–5071. [Google Scholar] [CrossRef]
- Davis, F.D. A Technology Acceptance Model for Empirically Testing New End-User Information Systems: Theory and Results; Massachusetts Institute of Technology: Cambridge, MA, USA, 1985. [Google Scholar]
- Masrom, M. Technology acceptance model and e-learning. Technology 2007, 21, 81. [Google Scholar]
- Liu, Z.-M.; Chen, C.-Q.; Fan, X.-L.; Lin, C.-C.; Ye, X.-D. Usability and Effects of a Combined Physical and Cognitive Intervention Based on Active Video Games for Preschool Children. Int. J. Environ. Res. Public Health 2022, 19, 7420. [Google Scholar] [CrossRef]
- Sim, G.; MacFarlane, S.; Read, J. All work and no play: Measuring fun, usability, and learning in software for children. Comput. Educ. 2006, 46, 235–248. [Google Scholar] [CrossRef]
- Alele, F.; Malau-Aduli, B. James Cook University Australia. Mixed Methods Study Designs. Available online: https://jcu.pressbooks.pub/intro-res-methods-health/chapter/5-5-mixed-methods-study-designs/ (accessed on 6 November 2024).
- Edmonds, W.A.; Kennedy, T.D. An Applied Guide to Research Designs: Quantitative, Qualitative, and Mixed Methods, 2nd ed.; SAGE Publications, Inc: Thousand Oaks, CA, USA, 2017. [Google Scholar] [CrossRef]
- Behar-Horenstein, L.S.; Feng, X. What open-ended comments reveal: An analysis of a clinical translational science institute’s annual surveys. Qual. Rep. 2018, 23, 2003–2018. [Google Scholar] [CrossRef]
- Singer, E.; Couper, M.P. Some methodological uses of responses to open questions and other verbatim comments in quantitative surveys. Methods Data Anal. A J. Quant. Methods Surv. Methodol. (Mda) 2017, 11, 115–134. [Google Scholar]
- Brubacher, S.P.; Timms, L.; Powell, M.; Bearman, M. “She Wanted to Know the Full Story”: Children’s Perceptions of Open Versus Closed Questions. Child. Maltreat. 2019, 24, 222–231. [Google Scholar] [CrossRef]
- Braun, V.; Clarke, V. Thematic Analysis; American Psychological Association: Washington, DC, USA, 2012. [Google Scholar]
- Kuckartz, U. Qualitative Text Analysis: A Systematic Approach. In Compendium for Early Career Researchers in Mathematics Education; Kaiser, G., Presmeg, N., Eds.; Springer International Publishing: Cham, Switzerland, 2019; pp. 181–197. [Google Scholar] [CrossRef]
- Bandura, A. Social Cognitive Theory in Cultural Context. Appl. Psychol. 2002, 51, 269–290. [Google Scholar] [CrossRef]
- Evans, M.A.; Rubin, K.H. Developmental Differences in Explanations of Childhood Games. Child. Dev. 1983, 54, 1559–1567. [Google Scholar] [CrossRef]
- Uehara, I. Left-right and up-down mirror image confusion in 4-, 5-and 6-year-olds. Psychology 2013, 4, 736. [Google Scholar] [CrossRef]
- Koolwijk, P.; de Jonge, E.; Mombarg, R.; Remmers, T.; Van Kann, D.; van Aart, I.; Savelsbergh, G.; de Vries, S. Changes in Motor Competence of 4–8-Year-Old Children: A Longitudinal Study. Int. J. Environ. Res. Public Health 2024, 21, 190. [Google Scholar] [CrossRef]
- George, A.; Rohr, L.; Byrne, J. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge. Sports 2016, 4, 3. [Google Scholar] [CrossRef]
- Page, Z.E.; Barrington, S.; Edwards, J.; Barnett, L.M. Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review. J. Sci. Med. Sport 2017, 20, 1087–1100. [Google Scholar] [CrossRef] [PubMed]
- Staiano, A.E.; Calvert, S.L. Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits. Child. Dev. Perspect. 2011, 5, 93–98. [Google Scholar] [CrossRef]
- Goodway, J.D.; Famelia, R.; Bakhtiar, S. Future Directions in Physical Education & Sport: Developing Fundamental Motor Competence in the Early Years Is Paramount to Lifelong Physical Activity. Asian Soc. Sci. 2014, 10, 44. [Google Scholar]
- Loprinzi, P.D.; Davis, R.E.; Fu, Y.C. Early motor skill competence as a mediator of child and adult physical activity. Prev. Med. Rep. 2015, 2, 833–838. [Google Scholar] [CrossRef] [PubMed]
- Dannehl, W.E.; Razor, J.E. The Values of Athletics—A Critical Inquiry. Bull. Natl. Assoc. Second. Sch. Princ. 1971, 55, 59–65. [Google Scholar] [CrossRef]
- Strand, B. Gamesmanship Beliefs of High School Coaches. ICHPER-SD J. Res. 2013, 8, 20–24. [Google Scholar]
- Wang, S.; Lambe, L.; Huang, Y.; Liu, X.; Craig, W.; Zhang, L. Perceived social competition and school bullying among adolescents: The mediating role of moral disengagement. Curr. Psychol. 2023, 42, 24554–24563. [Google Scholar] [CrossRef]
- Castle, N.; Howells, K. A Model for Effective Learning in Competition: A Pedagogical Tool to Enhance Enjoyment and Perceptions of Competency in Physical Education Lessons for Young Children. Children 2024, 11, 111. [Google Scholar] [CrossRef]
- Drewe, S.B. Competing Conceptions of Competition: Implications for Physical Education. Eur. Phys. Educ. Rev. 1998, 4, 5–20. [Google Scholar] [CrossRef]
- Layne, T.E. Competition within Physical Education: Using Sport Education and Other Recommendations to Create a Productive, Competitive Environment. Strategies 2014, 27, 3–7. [Google Scholar] [CrossRef]
- Drewe, S.B. The logical connection between moral education and physical education. J. Curric. Stud. 2000, 32, 561–573. [Google Scholar] [CrossRef]
- Izzo, R. The Educational Value of Competitive Sport. Sport Sci. Rev. 2010, 19, 155. [Google Scholar] [CrossRef]
- Siedentop, D. Sport Education: Quality PE Through Positive Sport Experiences; Human Kinetics Publishers: Champaign, IL, USA, 1994. [Google Scholar]
- Sekhavat, Y.A.; Namani, M.S. Projection-Based AR: Effective Visual Feedback in Gait Rehabilitation. IEEE Trans. Hum.-Mach. Syst. 2018, 48, 626–636. [Google Scholar] [CrossRef]
- Malick, W.H.; Butt, R.; Awan, W.A.; Ashfaq, M.; Mahmood, Q. Effects of augmented reality interventions on the function of upper extremity and balance in children with spastic hemiplegic cerebral palsy: A randomized clinical trial. Front. Neurol. 2022, 13, 895055. [Google Scholar] [CrossRef]
- Rogers, K.; Ribeiro, G.; Wehbe, R.R.; Weber, M.; Nacke, L.E. Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal, QC, Canada, 21–26 April 2018; p. 328. [Google Scholar]
- Rogers, K.; Weber, M. Audio Habits and Motivations in Video Game Players. In Proceedings of the 14th International Audio Mostly Conference: A Journey in Sound, Nottingham, UK, 18–20 September 2019; pp. 45–52. [Google Scholar]
- Pangrazi, R.P.; Beighle, A. Dynamic Physical Education for Elementary School Children; Human Kinetics Publishers: Champaign, IL, USA, 2019. [Google Scholar]
Q7: Likes? | N | Q8: Dislikes? | N | Q9: Suggestions? | N | Q10: Favorite Games? | N |
---|---|---|---|---|---|---|---|
Interactive | 7 | Bugs | 6 | Progressive challenges | 4 | Sandbox video games | 6 |
Movements | 5 | Short-Playtime | 2 | Themes | 4 | Board games | 5 |
Instructions | 4 | Different shapes | 3 | Action RPG video games | 4 | ||
Challenge | 3 | Better tutorials | 2 | Sport games | 3 | ||
Shadow | 2 | More colourful | 2 | Puzzle games | 3 | ||
Score | 2 | Use more of the body | 2 | Schoolyard games | 2 | ||
Educational | 2 | Platform video games | 2 | ||||
Exercise video games | 2 | ||||||
Racing video games | 1 | ||||||
Simulation video games | 1 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Liu, Y.; Achterbosch, L.; Meredith, G.; Dekker, E.; Lim, S.; Lavender, A.P. Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training. Technologies 2025, 13, 9. https://doi.org/10.3390/technologies13010009
Liu Y, Achterbosch L, Meredith G, Dekker E, Lim S, Lavender AP. Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training. Technologies. 2025; 13(1):9. https://doi.org/10.3390/technologies13010009
Chicago/Turabian StyleLiu, Yishi, Leigh Achterbosch, Grant Meredith, Evan Dekker, Suryani Lim, and Andrew P. Lavender. 2025. "Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training" Technologies 13, no. 1: 9. https://doi.org/10.3390/technologies13010009
APA StyleLiu, Y., Achterbosch, L., Meredith, G., Dekker, E., Lim, S., & Lavender, A. P. (2025). Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training. Technologies, 13(1), 9. https://doi.org/10.3390/technologies13010009