Vol 3 No 2 (2014): Volume 3, Issue 2, Year 2014

Motivation to Move with Exergaming in Online Physical Education

Brian J. Kooiman
Lake Elsinore Unified School District 545 Chaney Street, Lake Elsinore, CA, 92591 United States of America
Dwayne P. Sheehan
Mount Royal University, 4825 Mt Royal Gate SW, Calgary, AB T3E 6K6, Canada
Published June 30, 2014
  • Virtual,
  • Gaming,
  • Emotional,
  • e-learning,
  • Activity
How to Cite
Kooiman, B. J., & Sheehan, D. P. (2014). Motivation to Move with Exergaming in Online Physical Education. International Journal of Physical Education, Fitness and Sports, 3(2), 1-24. https://doi.org/10.26524/1421

Plum Analytics


Motivation to move is critical in online physical education (OLPE). This study looked at the motivational aspect of remote exergaming versus another student versus proximally against a console generated non-player character (NPC). Research shows that students in grades 4-12 are motivated to play exergames because they are native gamers. The entertainment value of the exergame garners more effort from the students than they realize they are expending. This research showed that exergames are motivating for students (N=124) aged 11-18 in grades 6-12. The subjects reported high motivation to participate while playing both a computer generated NPC and a remote human opponent over the internet. Scores for motivation were highest when subjects played another student over the internet but were also high for proximal NPC play. This research positions exergaming as a potential piece of OLPE curriculum that can help students access the emotional aspect of physical education curriculum.


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