TY - GEN
T1 - Promoting movement and strengthening arithmetic performance through gamification - The development of an IT-based learning app
AU - Torres-Linke, Michelle
AU - Neumann, Michelle
AU - Zielbauer, Marco
AU - Drieschner, Clemens
AU - Utesch, Matthias Christoph
AU - Krcmar, Helmut
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - It has been scientifically proven that physical activity can have a positive impact on cognitive functions and that it can support the learning process. Although there already exist methods in education that aim at combining both areas in the classroom there has not been developed a digital game in this area, yet. For this reason, the goal of this paper is to report on a developed game that combines physical activity and learning. By applying the Design Thinking Method and conducting expert interviews with teachers, athletes, and game researchers an application is developed for school children, called 'HealthyPets@TUM' that consists of walking steps and solving calculation exercises. With the help of this method, the most important features are developed and then tested in a school class. The game can be seen as a successful first approach for combining educational content with physical activity. However, further research over a longer period and with a bigger study group is necessary to assess the impact of physical activity on the cognitive development by applying a game-based learning approach.
AB - It has been scientifically proven that physical activity can have a positive impact on cognitive functions and that it can support the learning process. Although there already exist methods in education that aim at combining both areas in the classroom there has not been developed a digital game in this area, yet. For this reason, the goal of this paper is to report on a developed game that combines physical activity and learning. By applying the Design Thinking Method and conducting expert interviews with teachers, athletes, and game researchers an application is developed for school children, called 'HealthyPets@TUM' that consists of walking steps and solving calculation exercises. With the help of this method, the most important features are developed and then tested in a school class. The game can be seen as a successful first approach for combining educational content with physical activity. However, further research over a longer period and with a bigger study group is necessary to assess the impact of physical activity on the cognitive development by applying a game-based learning approach.
KW - IT-based learning app
KW - arithmetic performance
KW - exergame
KW - gamification
KW - movement
KW - serious game
UR - http://www.scopus.com/inward/record.url?scp=85130460825&partnerID=8YFLogxK
U2 - 10.1109/EDUCON52537.2022.9766677
DO - 10.1109/EDUCON52537.2022.9766677
M3 - Conference contribution
AN - SCOPUS:85130460825
T3 - IEEE Global Engineering Education Conference, EDUCON
SP - 1829
EP - 1838
BT - Proceedings of the 2022 IEEE Global Engineering Education Conference, EDUCON 2022
A2 - Jemni, Mohammed
A2 - Kallel, Ilhem
A2 - Akkari, Abdeljalil
PB - IEEE Computer Society
T2 - 13th IEEE Global Engineering Education Conference, EDUCON 2022
Y2 - 28 March 2022 through 31 March 2022
ER -