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This study examined 10–11-year-old students’ perceptions regarding three different types of physical activity games based on different principles of mental engagement (contextual interference, mental control, or discovery). A total of 156 students (84 girls) from five fourth-grade (75 students) and five fifth-grade (81 students) classes of five elementary schools located in a middle-sized city in central Greece participated in the study. These students participated in a larger project consisting of a series of acute experiments aiming to examine the effectiveness of cognitively challenging physical activity games in elementary physical education. Students responded to open-ended questions regarding their perceptions of the physical activity games. Their responses were analyzed through a thematic analysis. A total number of 706 quotes were identified and categorized into the lower-order themes which were organized into four higher-order themes: (a) characteristics of the games, (b) effects of the games, (c) areas for improvement, and (d) preferences for specific games. Students’ views provided supporting evidence regarding the employment of cognitively challenging physical activity games in physical education. Useful insights regarding the characteristics of the games, their effects, and their areas for improvement were also gained.
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Citation: Kolovelonis, A.; Samara, E.;
Digelidis, N.; Goudas, M. Elementary
Students’ Perceptions of Cognitively
Challenging Physical Activity Games
in Physical Education. Children 2022,
9, 1738. https://doi.org/10.3390/
children9111738
Academic Editor: Zoe Knowles
Received: 12 October 2022
Accepted: 10 November 2022
Published: 12 November 2022
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children
Article
Elementary Students’ Perceptions of Cognitively Challenging
Physical Activity Games in Physical Education
Athanasios Kolovelonis , Evdoxia Samara, Nikolaos Digelidis and Marios Goudas *
Department of Physical Education & Sport Science, University of Thessaly, 421 00 Trikala, Greece
*Correspondence: mgoudas@pe.uth.gr
Abstract:
This study examined 10–11-year-old students’ perceptions regarding three different types of
physical activity games based on different principles of mental engagement (contextual interference,
mental control, or discovery). A total of 156 students (84 girls) from five fourth-grade (75 students)
and five fifth-grade (81 students) classes of five elementary schools located in a middle-sized city in
central Greece participated in the study. These students participated in a larger project consisting of a
series of acute experiments aiming to examine the effectiveness of cognitively challenging physical
activity games in elementary physical education. Students responded to open-ended questions
regarding their perceptions of the physical activity games. Their responses were analyzed through a
thematic analysis. A total number of 706 quotes were identified and categorized into the lower-order
themes which were organized into four higher-order themes: (a) characteristics of the games, (b)
effects of the games, (c) areas for improvement, and (d) preferences for specific games. Students’
views provided supporting evidence regarding the employment of cognitively challenging physical
activity games in physical education. Useful insights regarding the characteristics of the games, their
effects, and their areas for improvement were also gained.
Keywords: qualitative research; cognitive development; physical education
1. Introduction
Physical education can contribute to students’ psychomotor, cognitive, and social
development in preparing a physically educated person. That is, individuals who are
competent and feel confident in a variety of physical skills are motivated towards physical
pursuits, participate regularly in physical activity, are physically fit, and value physical
movement and activity and its contribution to a healthy lifestyle [
1
]. Childhood and pre-
adolescence are considered sensitive periods for developing and mastering fundamental
motor skills and introducing students to a wide variety of sport skills [
2
]. Moreover, one of
the major aims of physical education is to promote students’ physical activity and health-
related fitness [
3
]. Indeed, according to the World Health Organization [
4
], school physical
education is an avenue for promoting students’ physical activity as the majority of students
can be reached and provided appropriate interventions.
For achieving all these multiple goals, physical educators should adopt the most
effective instructional approaches and select the most appropriate content for helping
students to develop skills, knowledge, and attitudes required for a lifetime of physical
activity [
5
]. Indeed, the content of physical education may include activities such as games
and sports, fitness activities, dance and rhythmic activities, and individual performance
activities [
3
]. This study focused on a certain type of physical education activity, the
cognitively challenging physical activity games, to examine students’ perceptions and
experiences regarding their participation in a physical education session including this
type of game.
The cognitively challenging physical activity games not only involve students in
physical activity and energy expenditure but also require them to be cognitively engaged
Children 2022,9, 1738. https://doi.org/10.3390/children9111738 https://www.mdpi.com/journal/children
Children 2022,9, 1738 2 of 13
in order to be successful in the game. In particular, these games engage students in novel,
unpredictable, changing, and complex conditions, providing them with opportunities to
adapt their movement patterns and to explore new and diversified responses or strategies
for playing the game [
6
]. Moreover, the physical activity games require students to respond
in movement patterns characterized by higher levels of coordinative difficulty and low
levels of automaticity. These games trigger students’ cognitive involvement by altering the
rules of the games to be more challenging, altering the roles of students during the games,
and promoting problem solving and divergent discovery [7].
For designing cognitively challenging physical activity games, one should follow
the three principles of mental engagement, namely, highlighting contextual interference,
emphasizing mental control, and promoting discovery [
6
]. In particular, in contextual
interference conditions the context and the conditions of a game change, requiring students
to make unpredictable sequences of actions. Thus, for creating contextual interference
the game should involve students in nonrepeating, random conditions, and the actions
required by students should not be automatized but should change randomly. Under these
game conditions, students learn better because they have to elaborate and think deeply
about the changing features of the game. Moreover, mental effort is required to memorize
the requirements of the various movement plans and to reconstruct and plan multiple
mental operations and actions to respond to the changing conditions of the game.
Another characteristic of the cognitively challenging physical activity games is that
they highlight mental control. Indeed, considering that the conditions of these games
change often and are sometimes unpredictable, students are required to hold and manip-
ulate information regarding the various aspects of the game including the appropriate
movement patterns or the rules applied in each game condition. Moreover, mental control
is triggered when during the game students stop what they are doing in order to act in a
totally different way or to respond to a variety of signals which sometimes are contradictory.
Promoting discovery is the third characteristic of the cognitively challenging physical activ-
ity games. For promoting discovery, the physical activity games involve problem-solving
conditions that require students to produce multiple solutions to an open-ended movement
problem. Moreover, discovery can be promoted through the use of open-ended games. In
these games, various aspects of the game are set (e.g., the goal of the game, the starting
point, the rules) and students should select the most appropriate actions or strategies in
order to be successful.
The idea of using physical activity games for enhancing simultaneously students’
physical activity and cognitive development is supported by recent evidence suggesting
a shift in the approach of designing physical activity programs [
8
,
9
]. This new approach
calls for a shift “from simply moving to moving with thought” [
10
]. This can be realized
by adopting a shift from focusing only in the “quantity” of physical activity to increasing
the “quality” of physical activity and emphasizing improvements in multiple domains
including the cognitive one [
7
,
11
]. That is, physical activity programs should promote
health-related outcomes increasing students’ physical activity and enhancing at the same
time their cognitive development [
12
,
13
]. Following this approach, the physical activity
programs can “fill two needs with one deed” [
14
] by focusing on both cognitive and motor
development [15].
Research evidence has shown that physical activity can have positive effects on stu-
dents’ cognitive development [
14
,
16
,
17
]. However, in physical education only a few studies
have examined the effects of physical activity on students’ cognitive development. For
example, a 30 min aerobic exercise session [
18
] and a 60 min basketball-based activity [
19
]
enhanced students’ executive functions. Moreover, a long-term intervention based on team
sports (i.e., floorball and basketball) with a high level of physical exertion and cognitive
engagement enhanced elementary students’ executive functions more than the aerobic
program and the control condition [
20
]. Similarly, a 6-month physical education program
including cognitively demanding activities in tennis resulted in higher inhibition both in
fitter and overweight children [21].
Children 2022,9, 1738 3 of 13
This research evidence suggested that physical activity can enhance students’ cognitive
development. However, further research in this field is required [
22
]. For example, one
area that needs further investigation is the types of physical activity that can have the
highest impact on students’ cognitive development. Indeed, a recent review and meta-
analysis [
16
] suggested that physical activity interventions were not always effective in
promoting students’ executive functions. Cognitively challenging physical activity games
are a promising means for developing both students’ cognitive and physical development in
physical education. Indeed, executive functions are optimally developed when students are
involved in cognitively complex physical activity experiences [
20
] and novel, challenging,
and diversified but not highly repetitive and automatized tasks [
23
]. Such conditions are
included in the cognitively challenging physical activity games. Recently, [
24
] found that a
single physical education session with cognitively challenging physical activity games had
positive effects on experimental group students’ executive functions. The three different
types of physical activity games involved in this study, which were each based on a different
principle of mental engagement (contextual interference, mental control, or discovery),
were equally effective in triggering students’ executive functions. Similarly, students who
were involved in a single physical education session with such games improved their
scores in the executive functions more than students who were taught soccer or track and
field skills [
25
] or students who were involved in traditional activities for enhancing their
health-related fitness components [
26
]. Moreover, a four-week intervention in physical
education involving cognitively challenging physical activity games had positive effects on
students’ executive functions [27].
This preliminary evidence suggests that introducing cognitively challenging physical
activity games in physical education may have positive effects. However, further research
is needed in this field. Most importantly, students’ views regarding these types of games
should be considered. For promoting students’ participation in physical education, the
most appropriate and appealing activities should be selected. A recent study showed that
boring content delivery, along with a focus on competition and the misuse of fitness tests,
were the main reasons for declining student attitudes towards physical education [
28
].
Indeed, evidence has suggested that repeated exposure to the same activities or stimulus
may decrease students’ interest and enjoyment [
29
]. This may have detrimental effects
on students’ motivation to be involved in physical activity because having fun has been
perceived by students as one of the main motives and benefits of participating in physical
activity [
30
]. This may be more evident for girls, as their attitudes towards physical
education [
31
] and their enjoyment seems to worsen compared to boys, especially when
it is combined with lower perceived athletic competence [
32
]. Although some evidence
suggests that girls may prefer individual and expressive activities, further research is
needed regarding the specific types of meaningful experiences in physical education for
boys and girls [
33
]. The use of novel, complex, and cognitively challenging activities may
be an alternative [
29
]. The physical activity games fall into this category, and their use
may have positive effects for students’ physical and cognitive development. Indeed, fun,
challenging, socially interactive, and personally relevant learning activities are the basis for
designing meaningful physical education experiences for students [33].
Thus, to enrich our knowledge regarding cognitively challenging physical activity
games, a qualitative methodological approach was applied involving students responding
to open-ended questions. This approach enabled students to express their perceptions and
beliefs about aspects of the physical activity games and thus provide evidence regarding
the effectiveness of these games and the appropriateness of their introduction in school
physical education. In this way, the process of designing and implementing effective,
meaningful, and enjoyable physical education programs will be facilitated. Moreover,
potential underlying mechanisms behind the effectiveness of the physical activity games
may be revealed, opening new areas for research in this field.
The aim of this study was to explore students’ perceptions regarding the cognitively
challenging physical activity games they played during a physical education session. In
Children 2022,9, 1738 4 of 13
particular, this study aimed at exploring whether students: (a) considered these games
as new and novel and (b) perceived that they had learnt something new through playing
these physical activity games.
2. Materials and Methods
The present study was part of a larger project aiming to examine the effectiveness of
using cognitively challenging physical activity games in elementary physical education.
The project consisted of a series of acute experiments that involved students in a single
physical education session including physical activity games [
24
26
]. Students who par-
ticipated in those acute experiments completed additional measures after the end of the
physical education session and reported their perceptions regarding the physical activity
games they played during the physical education session.
2.1. Participants and Settings
Participants were 156 students (Mage = 9.86, SD = 0.62, 72 boys, 84 girls) from five
fourth-grade (75 students) and five fifth-grade (81 students) classes of five elementary
schools. Elementary schools recruited for this study were typical civil schools located
in a middle-sized city in central Greece. Physical education in Greece is coeducational,
mandatory, and delivered by specialized physical education teachers in three 45 min
sessions per week for fourth-grade students and two 45 min sessions per week for fifth-
grade students. The physical education curriculum for grades 4 and 5 includes the main
team sports (i.e., basketball, volleyball, soccer, and handball), individual sports (i.e., track
and field, gymnastics) and traditional dance.
2.2. Description of the Physical Activity Games
The 45 min physical education session consisted of 5–6 physical activity games that
required energy expenditure but also involved students in cognitively demanding condi-
tions including novel, challenging, and diversified but not highly automatized tasks [
23
].
These games challenged students by increasing the coordinative difficulty of movement
patterns; altering the rules to make the game more challenging; altering the roles of students
during the games, sometimes in an unpredictable way, to maximize effort; and encouraging
problem solving and divergent discovery [
7
]. In particular, the physical activity games
were designed based on the three principles of cognitive engagement, namely, contextual
interference, mental control, and discovery [
6
]. For creating contextual interference, the con-
ditions of the game change continuously, requiring students to respond with unpredictable
sequences of actions. For highlighting mental control, the physical activity games involved
students in conditions setting memory demands for holding and manipulating information,
which included requiring students to stop what they were doing and to act in a totally
different way or to override prior actions upon alternating signals to go and stop. Some
of the physical activity games focused on promoting students’ discovery. These games
involved problem-solving conditions or open-ended games requiring students to produce
multiple and unique solutions or to select the most appropriate actions or strategies in order
to be successful. An example of a game that students played during physical education
sessions is hop, pop, and tag which is a tag game played in open space in which any student
can tag any other student. The tagged students squat down and can return to the game
when their tagger is tagged by another student. This game is different from traditional tag
games. It challenges students to avoid being tagged by multiple taggers while they attempt
to tag the other students. Moreover, tagged students must be aware if their taggers are
tagged in order to return to the game [6].
2.3. Procedures and Data Collection
Ethical approval for the study was granted by the University Ethics Review Com-
mittee and the Ministry of Education. Permissions were also obtained from the school
principals and the physical education teachers. Students participated voluntarily after
Children 2022,9, 1738 5 of 13
written parental consent was obtained, and they were told that the purpose of the study
was to test the effectiveness of some approaches in teaching physical education. Acute
experiments including a physical education session with physical activity games were
conducted in schools’ open sport facilities during the regular physical education schedule.
They were implemented by an experimenter blind to the aims of the study and experienced
in delivering physical education interventions. After participating in the physical education
session with the physical activity games, students reported their views regarding these
games by responding to the following four open-ended questions:
1.
What do you think about all the games and the activities you were involved in during
the physical education session today?
2.
Did you learn something new today in the physical education session? If yes, please
describe what that was.
3.
Did you do something different today in the physical education session compared to
other physical education sessions? If yes, please describe what that was.
4.
Was there anything in the physical education session today that you did not like or
that you would prefer to have been done in a different way? If yes, please describe
what that was.
2.4. Data Analysis
Students’ responses were analyzed after completion of data collection through a
thematic analysis [
34
,
35
]. Two of the authors read students’ responses and identified
lower-order themes. Next, higher-order themes were identified inductively. Research
questions guided this process. During the process of identifying the higher- and lower-
order themes, the two authors discussed all the themes to reach a consensus. After that, the
two authors independently categorized the raw information into the lower-order themes.
The consistency between coders was high (93% of the quotes were categorized in the
same theme). For the cases of quotes categorized in a different theme, the two authors
discussed to reach a consensus. For enhancing the reliability of themes and the coding
process, a third author provided comments and suggestions facilitating the process of
analyzing the data and reaching the final agreements. To achieve trustworthiness [
36
],
the experimenter familiarized herself with the school settings and the students while she
kept notes of personal thoughts, nonverbal forms of communication during the physical
education session, and any other issues related to the implementation of the physical
activity games and students’ reactions to these games. Moreover, the entire process was
monitored by a researcher experienced in qualitative methods who provided guidance and
assistance in resolving any issue that arose and any cases of discrepancy or conflict. The
triangulation of the data analysis was achieved by examining the notes of the experimenter
regarding her personal thoughts and students’ reactions during the physical activity games,
including nonverbal forms of communication during the physical education session, and
students’ data regarding situational interest included in a battery of quantitative measures
of the largest project. The experimenter’s notes regarding the settings for implementing
the physical activity games (e.g., the climate in physical education lessons) were also
considered [28].
3. Results and Discussion
The analysis of the data produced the thematic structure shown in Table 1. Four higher-
order themes were identified: (a) characteristics of the games, (b) effects of the games, (c)
areas for improvement, and (d) preferences for specific games. The high-order theme
“characteristics of the games” referred to students’ perceptions about the characteristics of
the cognitively challenging games. The theme “effects of the games” referred to students’
perceptions about potential learning outcomes that resulted from their participation in
the cognitively challenging games. The theme “areas of improving” referred to potential
actions for improving these games, while the theme of “preferences for specific games”
included students’ preferences regarding specific games. Lower-order themes were also
Children 2022,9, 1738 6 of 13
identified within these higher-order themes. A total number of 706 quotes were categorized
in these lower-order themes. The frequencies of quotes in each lower-order theme were
calculated for the total sample and separately for grade and gender, and they are presented
in Table 1. Subtotals of the frequencies for each theme and subtheme were also calculated.
All these results are presented and discussed next in separate sections for each higher-order
theme. The discussion of the findings has been incorporated into the results section to help
the reader place the findings and their interpretations within the existing related literature.
Table 1. Thematic structure of the data and frequencies of the quotes.
Number of Quotes
Total Grade Gender
4th 5th Boys Girls
Theme 1: Games’ characteristics 317 125 193 129 188
Positive 271 113 158 109 162
Interesting 38 11 27 16 22
Fun, enjoyable 119 54 65 47 72
Perfect/very good 52 23 29 19 33
Novel (new/different) 59 25 34 25 34
Easy to play 3 0 3 2 1
Negative 46 12 35 20 26
Boring 5 1 5 3 2
Tiring 6 0 6 1 5
Common/played before 23 7 16 8 15
Did not like (general) 9 4 5 7 2
Other 3 0 3 1 2
Theme 2: Games’ effects 178 81 97 90 88
No learning 60 25 35 32 28
Learning outcomes 118 56 62 58 60
Learning new games 61 31 30 31 30
General learning 21 12 9 6 15
Exercise and physical activity 8 2 6 7 1
Strategies and skills 28 11 17 14 14
Cooperation 10 5 5 3 7
Concentration 8 2 6 6 2
Other 10 4 6 5 5
Theme 3: Areas for improvement 132 57 75 59 73
No changes 93 43 50 40 53
Changes and suggestions 39 14 25 19 20
To play the games again 17 7 10 6 11
To play more games 2 1 1 0 2
To play specific games 4 2 2 2 2
To play other sports/activities 5 2 3 3 2
Suggestions for modifying games 11 2 9 8 3
Theme 4: Preferences for specific games 73 34 39 29 44
Games students liked 64 32 32 24 40
Games students did not like 9 2 7 5 4
Theme 5: Other 6 3 3 3 3
Note: Number in italics and bold represent subtotals for the respective category.
3.1. Characteristics of the Games
Almost half of the quotes from students’ answers were coded in the first higher-order
theme, the characteristics of the games. The large majority of these quotes referred to
positive characteristics of the physical activity games while a small number of quotes
could be considered as negative. In particular, students found the physical activity games
interesting, fun, and enjoyable. They liked the games they played; they found them very
good or even perfect and reported that they played some of these games for the first time.
Some characteristic quotes from students’ answers were the following:
Children 2022,9, 1738 7 of 13
“I liked the games a lot. I really enjoyed playing these games.”
“These were fun and interesting games.”
“They were fun, because we did something different.”
“These games were perfect.”
“They were perfect. I would like play these games again.”
“These games were very interesting and liked them. They were different from
those we usually do in physical education.”
“I found them very interesting. I had a great time.”
These results suggest that the physical activity games were an engaging, fun, and appealing
means for involving students in physical activity. This is important, because having fun
has been perceived by students as one of the main motives and benefits of participating in
physical activity [
30
,
37
]. Indeed, the role of enjoyment and interest in increasing students’
motivation for participating in physical education are widely acknowledged [
38
,
39
]. For
example, students’ motivation for participating in physical education is associated with
positive outcomes including increased levels of physical activity out of school [
40
], while
enjoyment has been considered as an important mediating factor in motivating adolescents
to be physically active [
41
]. Therefore, physical education should include a wide range of
enjoyable and interesting activities and games [
42
], such as cognitively challenging physical
activity games, in order to increase students’ motivation to participate. An interesting vari-
ation was that girls, in comparison to boys, reported a higher number of quotes indicating
that the games were fun, enjoyable, and interesting. Thus, involving girls in cognitively
challenging physical activity games may increase their positive experiences during physical
education which in turn may positively affect their willingness to be involved in physical
activity [
43
]. Given that girls have generally lower positive attitudes toward physical
education than boys [44,45], this finding points out a potential avenue to tackle this issue.
Another important characteristic highlighted by students was the novel aspect of the
physical activity games. Indeed, these games adopted the new approach of combining both
physical and mental demands for providing students with opportunities for “moving with
thought” [
10
]. This combination of the physical and cognitive demands may be perceived
by students as something novel. Recent evidence has suggested that the satisfaction of
novelty was the stronger predictor of intrinsic motivation for learning while novelty was
also associated with vitality, dispositional flow, and satisfaction with physical education
classes [
46
]. In contrast, a lack of novelty in exercise routines has been suggested as a key
factor contributing to low physical activity participation [
47
]. Indeed, the repeated exposure
to the same activities or stimulus may decrease students’ interest and enjoyment [
29
]. Thus,
the cognitively challenging physical activity games can be used in physical education as an
alternative to traditional physical activities, thus involving students in novel and complex
activities promoting both their physical activity and cognitive development [12,13].
On the other hand, students reported a few negative comments about the physical
activity games. However, the negative comments were few and represented only 12% of
the quotes coded in the high-order theme of the characteristics of the games. Half of these
negative quotes were students’ comments that they have played these games before, while
a few students reported that they generally did not like the games or that they were boring
or tiring. Some examples of quotes representing students’ negative perceptions regarding
the games are the following:
. . . I have played these games before.”
“I did not like them at all.”
“I found these games a little bit boring.”
. . . it was, just, a little tiring.”
The fact that the number of negative comments regarding the physical activity games
was very low is encouraging. However, physical education should involve all students
Children 2022,9, 1738 8 of 13
to help them reach their potential, paying special attention to students who struggle with
their participation in physical education. Therefore, future research should further explore
potential negative aspects of the games, focusing on variables related to the learning
environment but also on variables related to students’ personal characteristics (e.g., self-
efficacy and preferences for sport activities). For example, three of the four negative
comments were by fifth-grade students. This may suggest that games should become more
challenging and demanding for older students.
3.2. Effects of the Games
The second largest higher-order theme, in terms of the number of quotes coded, was
the effects of the physical activity games. Two out of three quotes coded in this higher-order
theme represented positive learning outcomes while the remaining one-third indicated
no learning effects. Students reported that they learnt to play new games, while some
quotes referred to learning in general. Most importantly, students reported that through
the physical activity games they learnt specific strategies and skills such as to cooperate
with their teammates and to trust them, to concentrate on what they were doing, to think
better, to persist in their efforts, and to play fair. Some representative quotes indicating
students’ learning outcomes through their participation in the physical activity games are
the following:
“I learnt new and interesting games.”
“I learnt some new games, such as that of traffic lights and the cars.”
“I learnt a lot of things in this physical education session.”
. . . how to cooperate and to be closed with my classmates.”
“I learnt to never give up.”
. . . to concentrate more.”
“I learnt how to trust my friend.”
Learning new games is an important outcome in physical education. Being involved in new
games may help students to develop motor and sport skills and to feel competent and con-
fident, thus facilitating the process of becoming a physically educated person [
1
]. Indeed,
an enriched intervention in physical education focusing on physical fitness, motor coordi-
nation, cognition, and life skills, and including physical activity games, had positive effects
on students’ motor coordination skills (e.g., ball skills and static/dynamic balance) [
22
].
Students’ perceptions of learning new games may also be associated with their motivation.
Indeed, introducing new content (i.e., new physical activity games) can attract students’
interest and increase their motivation to participate in physical education [
46
], providing
them with opportunities to move with thought [8,10] and to learn while having fun [6].
Moreover, some students reported that through the physical activity games they
learnt to concentrate and persist. These skills are associated with positive outcomes in
physical education, such as enhanced performance [
48
]. Moreover, other students reported
cooperation and fair play as learning outcomes. This may be the result of the positive
learning environment that physical activity games promote by focusing on involving all
students in cognitively challenging conditions. Indeed, research in physical education has
shown positive relationships between an autonomy-supporting motivational climate and
students’ perceptions of positive social behavior including cooperative skills [
49
]. These
skills can also be considered as life skills, that is, skills that students can learn in physical
education and then transfer to other life domains.
Some students reported that they did not learn something new from their participation
in the physical education lesson. The most representative quotes in this subtheme are the
following:
. . . no, I did not learn something new.”
“I did not learn something because I knew these games.”
Children 2022,9, 1738 9 of 13
Some of these students only reported that they did not learn anything, while some others
reported that they already knew the games. An explanation for this result may be the
fact that some of the physical activity games were based on already known games which
were modified to become more challenging for students. For example, hop, pop, and
tag (see the method section for the description) is a modified tag game setting more
challenges to students’ memory and cognition compared to regular tag games. Probably,
some students may focus on the general pattern of the game without discerning its unique
aspects. However, this interpretation should be further explored in future research.
3.3. Areas for Improvement
Students provided comments regarding potential changes they would make in the
physical education session. Almost two-thirds of the students made comments indicating
they would make no changes to the physical activity games they played or the way of
delivering them. Some representative quotes are the following:
“I would not change anything. I liked the way we played the game and the game
itself.”
“The session was perfect. I would not be in a different way.”
These results suggest that the majority of students were generally satisfied with their
participation in these physical activity games and thus they would not change anything.
This is important, because increased levels of satisfaction during physical education are
associated with increased satisfaction for physical activity outside of school [50].
On the other hand, some comments including suggestions and potential changes
were also made. These included students’ suggestions for modifying games, students’
willingness to play the games again, and suggestions to play more games, to play some
specific games, or to play some other sport or physical activity. Some representative quotes
from students’ answers are the following:
“In the last game, I would like to have more numbers in order to find out who
can remember them.”
“I like them all and I would like to play them again.”
. . . to play again the game see, sky, and earth.”
“I would like to play more games, especially educational games.”
“I liked them, but I would like to play soccer.”
Students’ suggestions for improving the games may be a valuable source of information
that could be used for making these games more effective. Most importantly, physical
educators may involve their students to modify the physical activity games in order to
make them more challenging and appealing. Providing students with instructional choices
can enhance their autonomy and engagement in school physical education [
45
]. Moreover,
a few students reported that they would prefer to play a different sport (e.g., soccer). This
may be explained by the fact that the physical education curriculum in Greece is centered
on teaching team sport, such as soccer, volleyball, and basketball, and thus many students
are used to playing these team sports during physical education.
3.4. Preferences for Specific Games
Students reported their preferences for specific physical activity games that they liked
or did not like. This higher-order theme included a lower number of quotes compared to
the other higher-order themes. Almost all the quotes referred to students’ preference for
games they liked. Some examples of students’ quotes are the following:
“I think that all games were good, but I liked most that with the mirror.”
. . . especially, I liked that with the numbers and the handkerchief.”
“I did not like the game with the pieces of paper. It was a little boring.”
Children 2022,9, 1738 10 of 13
Involving students in games they like can increase their fun and enjoyment and thus their
motivation for participation in physical education [
38
,
39
]. Moreover, taking into considera-
tion students’ preferences for specific games may enhance their feelings of ownership in
physical education which in turn has been found to be associated with their satisfaction
from their participation in physical education [50].
From an applied perspective, the results of this study provided information that could
be considered in the design and implementation of physical education programs. The
physical activity games are viewed by students as an enjoyable, fun, and novel means of
being involved in physical activity during physical education. Thus, physical educators
should use such games to provide students with opportunities to get involved in physical
activity while at the same time being engaged in cognitively challenging conditions and
having fun [
51
,
52
]. Moreover, physical educators may involve students in the process of
selecting the games they play to increase their feelings of autonomy and ownership and
thus to enhance their motivation for participating in physical education. Students should
also be encouraged to modify these games to make them more challenging and engaging.
This study adopted a qualitative approach for examining students’ perceptions regard-
ing the physical activity games. Students provided written responses to four open-ended
questions, reporting their experiences about their participation in the physical education
session including physical activity games. This approach had the advantage of involving
a large number of students who expressed their views on the physical activity games.
However, this approach did not permit follow-up questions to obtain explanations or to
look more deeply into students’ perceptions. Thus, future research should involve in-depth
interviews to further explore students’ views regarding the physical activity games. A com-
bination of these two approaches may also be used. That is, in the first phase all students
who participate in the physical activity games would respond to the open-ended questions,
while in the second phase some of these students would be selected to be involved in
in-depth interviews.
4. Conclusions
This study adopted a qualitative research method and gained useful insights regarding
students’ views on cognitively challenging physical activity games. This information can
be used for further developing these kinds of games and designing and implementing
effective physical education interventions. In particular, physical activity games are con-
sidered appropriate content for motivating students to be involved in physical activity
during physical education. Indeed, these games are designed to promote physical activity
and energy expenditure while maximizing enjoyment and fun and involving students in
cognitively demanding conditions [
6
,
11
]. Cognitively demanding conditions are created
when students are involved in novel, unpredictable, random, and complex game conditions,
including tasks with higher levels of coordinative difficulty and low levels of automaticity
and tasks and games promoting problem solving and divergent discovery [
6
,
7
]. Thus,
considering that physical education targets multiple goals, the cognitively challenging
physical activity games can be considered appropriate content for enhancing students’
psychomotor, cognitive, and social development.
Author Contributions:
Conceptualization, A.K. and M.G.; methodology, A.K. and M.G.; validation,
N.D.; formal analysis, A.K., N.D. and E.S.; investigation, E.S.; resources, M.G.; writing—original
draft preparation, A.K.; writing—review and editing, M.G. and N.D.; supervision, A.K.; project
administration, M.G.; funding acquisition, M.G. All authors have read and agreed to the published
version of the manuscript.
Funding:
The research was supported by the Hellenic Foundation for Research and Innovation
(H.F.R.I.) under the “1st Call for H.F.R.I. Research Projects to support Faculty Members & Researchers
and the Procurement of High-and the procurement of high-cost research equipment grant” (Project
Number: 1041).
Children 2022,9, 1738 11 of 13
Institutional Review Board Statement:
The study was conducted in accordance with the Declaration
of Helsinki and approved by the Institutional Ethics Committee of the Department of Physical
Education and Sport Science, University of Thessaly (1522, 5 June 2019).
Informed Consent Statement:
Written informed consent was obtained from all subjects involved in
the study.
Data Availability Statement: Not applicable.
Conflicts of Interest: The authors declare no conflict of interest.
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... Οι Kolovelonis, Samara et al. (2022) διερεύνησαν τις απόψεις μαθητών/τριών που συμμετείχαν στα παιχνίδια ΦΔ και γνωστικής πρόκλησης στις τρεις έρευνες που παρουσιάστηκαν παραπάνω. Οι μαθητές/τριες ανέφεραν ότι τα παιχνίδια είχαν ενδιαφέρον, ήταν ευχάριστα και τους άρεσαν, ενώ κάποια από αυτά τα έπαιζαν για πρώτη φορά και αυτό τους προκάλεσε ιδιαίτερα το ενδιαφέρον. ...
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Background Previous studies found that gamification interventions have a positive impact on children's cognitive functioning and academic performance. However, implementation of gamification interventions in physical education has been limited over the past two decades, This research aimed to analyse the impact of game-based physical education on executive function, attention, and academic performance in children. Methods This research was conducted with six electronic databases: Web of Science, PubMed, EBSCOhost, Cochrane, Embase, and Scopus, covering the span of time from 2010 to September 2024. This meta-analysis evaluated the impact of game-based PE intervention on executive function, attention, and academic performance in children through both randomized controlled trials (RCT) and non-randomized controlled trials (nRCTs). From an initial pool of 343 studies identified, 167 were independently reviewed by two authors. 15 studies met the inclusion criteria and were included in the meta-analysis. The quality of these studies was assessed using the Effective Public Health Practice Project (EPHPP) tool. Results Meta-analysis revealed significant moderate effects across three main domains: executive function (SMD = 0.72, 95% CI: [0.33, 1.10], p = 0.0002), attention (SMD = 0.50, 95% CI: [0.22, 0.79], p = 0.0006), and academic performance (SMD = 0.59, 95% CI: [0.28, 0.91], p = 0.0002). Within executive function, cognitive flexibility (SMD = 1.10, 95% CI: [0.71, 1.30], p < 0.0006) and response inhibition (SMD = 0.77, 95% CI: [0.58, 0.97], p < 0.00001) showed significant improvements, while working memory did not (SMD = 0.25, 95% CI [-0.11, 0.62], p = 0.18). No significant effects were found in selective attention (SMD = -0.07, 95% CI [-0.59, 0.46], p = 0.80) or sustained attention (SMD = 0.03, 95% CI [-0.49, 0.55], p = 0.91). For academic performance, only mathematical ability showed significant improvement (SMD = 0.56, 95% CI [0.19, 0.94], p = 0.003). Conclusions Game-based interventions have shown effective in enhancing executive function, attention and academic achievement in children.
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... Cognitively enriched physical activity games can contribute to involving students in intrinsically motivating physical activities and games that provide immediate gratification, enjoyment, and fun. Recent research examining students' views regarding these games provided such evidence [53]. Most importantly, such interventions may be more effective on enhancing students' executive functions. ...
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Το βιβλίο Παιχνίδια Φυσικής Δραστηριότητας και Γνωστικής Πρόκλησης παρουσιάζει παιχνίδια φυσικής δραστηριότητας και γνωστικής πρόκλησης που στοχεύουν στην αύξηση της φυσικής δραστηριότητας και στην ενίσχυση της γνωστικής ανάπτυξης των μαθητών/τριών. Περιλαμβάνει τρεις εκπαιδευτικούς οδηγούς, τον Οδηγό Εκπαίδευσης, τον Οδηγό Πρακτικής Εφαρμογής και τον Οδηγό Παιχνιδιών. Στο εκπαιδευτικό αυτό υλικό τεκμηριώνεται θεωρητικά η σημασία των παιχνιδιών φυσικής δραστηριότητας και γνωστικής πρόκλησης, παρουσιάζονται εμπειρικά δεδομένα για τις θετικές τους επιδράσεις και περιγράφονται αναλυτικά τα παιχνίδια αυτά. Παράλληλα, δίνονται οδηγίες για την εφαρμογή των παιχνιδιών στην πράξη καθώς και κατευθύνεις για την προσαρμογή και την ανάπτυξη νέων σχετικών παιχνιδιών και δραστηριοτήτων. Το εκπαιδευτικό υλικό απευθύνεται σe εκπαιδευτικούς φυσικής αγωγής που διδάσκουν στο σχολείο και ενδιαφέρονται να εμπλουτίσουν τα προγράμματα φυσικής δραστηριότητας που εφαρμόζουν στο μάθημά τους. Απευθύνεται επίσης και σε προπονητές που δραστηριοποιούνται στον παιδικό αθλητισμό και επιδιώκουν την ολόπλευρη ανάπτυξη των μικρών αθλητών/τριών τους. Ακόμη, το βιβλίο μπορεί να αποτελέσει χρήσιμο βοήθημα για φοιτητές/τριες τμημάτων Φυσικής Αγωγής και Αθλητισμού που θέλουν να εμπλουτίσουν τις γνώσεις τους για τις επιδράσεις της φυσικής δραστηριότητας στη γνωστική ανάπτυξη των μαθητών/τριών και να εμπλουτίσουν τα προγράμματα που σχεδιάζουν τόσο για το μάθημα της φυσικής αγωγής όσο και για τα άλλα πρακτικά μαθήματα. Το έργο αυτό υλοποιήθηκε στο Τμήμα Επιστήμης Φυσικής Αγωγής και Αθλητισμού του Πανεπιστημίου Θεσσαλίας και υποστηρίχθηκε από το Ελληνικό Ίδρυμα Έρευνας και Καινοτομίας (ΕΛ.ΙΔ.Ε.Κ.) στο πλαίσιο της Δράσης «1η Προκήρυξη ερευνητικών έργων ΕΛ.ΙΔ.Ε.Κ. για την ενίσχυση των μελών ΔΕΠ και Ερευνητών/τριών και την προμήθεια ερευνητικού εξοπλισμού μεγάλης αξίας» (Αριθμός Έργου: 1041).
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Two studies were conducted to examine the acute effects of exergaming on students’ executive functions and to explore their situational interest regarding these games in elementary physical education. The first study involved a two-group, repeated measures, cross-over quasi-experimental design. Participants were 74 (36 boys) fourth- and fifth-grade students who were assigned to the experimental (38 students) and the waiting list control (36 students) group. The single physical education session with exergames was first implemented with the initial experimental group and after the post-test, the waiting list control group received the intervention. In the second study, a pre-test post-test, the within-subjects design was involved with the experimental group students (48 fourth- and fifth-grade students, 27 boys) who participated in a booster single physical education session with exergames two months after their involvement in a four-week intervention with cognitively challenging physical activity games. Both studies involved pre- and post-intervention measures for executive functions using the design fluency test and a post-test measure for situational interest. During the acute session, students had to follow the movements of an on-screen dancing character in time to a chosen song of the Just Dance 2015 exergame. The results of the first study showed that experimental group students improved significantly from pre- to post-test their scores in design fluency and in cognitive flexibility and in the total score of the design fluency test and their improvements were higher compared to the waiting list control group. The waiting list control group students, after receiving the acute session with exergames, significantly improved their scores in design fluency, inhibition, and cognitive flexibility and in the total score of the design fluency test compared to their pre-intervention scores. Moreover, the second study showed that students’ total score in the design fluency test improved significantly from pre- to post-intervention. In both studies, students reported generally high scores in all subscales of the situational interest questionnaire. These results suggested that an acute exergame-based physical education session attracted students’ interest and positively triggered their executive functions.
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This study examined the effects of a physical education intervention consisting of cognitively challenging physical activity games on school children’s executive functions and motivational regulations. Ninety-nine fourth- and fifth-grade children participated in this two-group, repeated measures, quasi-experimental study with a cross-over design. Children’s executive functions (measured with the design fluency and Stroop and flanker tests) and motivational regulations were measured pre- and post-intervention and one month later. At post-test, the experimental group children outperformed the waiting-list control group children in all design fluency test conditions and accuracy in the Stroop and flanker tests. Both groups improved from pre- to post-intervention their speed (reaction time) in the Stroop and flanker tests. The waiting-list control group children, after receiving the intervention, improved their performance in the executive function tests except for Stroop test accuracy and flanker test speed. The positive effects were reduced significantly one month after the end of the intervention but remained significantly higher compared to pre-intervention. No intervention effects were found for the motivational regulations. These results showed that the intervention had positive effects on children’s executive functions and supported the new shift of designing physical activity programs for developing combinedly children’s physical and cognitive development.
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This study compared cognitively challenging physical activity games and health-related fitness activities in terms of their effects on students’ executive functions and situational interest in physical education. A total of 102 fourth- and fifth-grade students (56 boys, 46 girls) participated in this study. A group-randomized controlled trial design involving an acute experiment was used. Two intact classes of students (one fourth-grade and one fifth-grade) were randomly assigned to each one of the three groups. Students in Group 1 participated in cognitively challenging physical activity games, students in Group 2 participated in activities for developing their health-related fitness, and Group 3 students were the control group without physical education. Executive functions were measured pre- and post-intervention with the design fluency test, whereas situational interest was only measured post-intervention with the situational interest scale. Group 1 students who played cognitively challenging physical activity games had increased their executive functions’ scores more than the Group 2 students involved in health-related fitness activities. Students of both these groups outperformed control group students. Moreover, Group 1 students reported higher levels of instant enjoyment and total interest than Group 2 students. The results of this study suggest that cognitively challenging physical activity games can be an effective means for enhancing executive functions, and motivate students to be involved in interesting and enjoyable forms of physical activity.
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This study compared the effects of three different types of cognitively challenging physical activity games on students’ executive functions and situational interest. Participants were 140 students from four fourth-grade and four fifth-grade classes of four elementary schools. One fourth- and one fifth-grade class from each school were randomly assigned to the three experimental and the control group conditions. A group-randomized controlled trial design was used in this acute experiment including a single physical education session with pre- and post-test measures of executive functions and a post-test measure of situational interest. Students of each experimental group played physical activity games based on a different principle of mental engagement (i.e., contextual interference, mental control, or discovery). Control group students did not participate in physical education. The results showed positive effects of all types of cognitively challenging physical activity games on experimental group students’ executive functions compared to control group students. No differences were found on executive functions and situational interest between the three experimental groups. These results provide supporting evidence regarding the utilization of cognitively challenging physical activity games for involving students in physical activity and triggering their executive functions.
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This study examined the effects of cognitively challenging physical activity games on students’ executive functions and situational interest in physical education. Participants were 144 fourth- and fifth-grade students (75 boys, 69 girls) from four elementary schools. A four-group, repeated measures, cross-over quasi-experimental design was used in this acute experiment including a physical education session. One fourth- and one fifth-grade class from each school were randomly assigned to Group 1 with cognitively challenging physical activity games, Group 2 with a session for teaching soccer skills, Group 3 with a session for teaching track and field skills, and Group 4 (waiting-list control group) with cognitively challenging physical activity games after the post-test. Pre- and post-test measures for executive functions and a post-test measure for situational interest were included. Group 1 students, who were involved in cognitively challenging physical activity games, improved their scores in the executive functions more than students who participated in the sessions with soccer or track and field skills and waiting-list control group students. The positive effects on students’ executive functions were replicated when the cognitively challenging physical activity games session was implemented in the waiting-list control group. Some improvements on executive functions for students who participated in the soccer skills session were found. Students who played the cognitively challenging physical activity games reported higher scores on novelty compared to students in the soccer or track and field groups. These results support the effectiveness of the cognitive challenging physical activity games for triggering students’ executive functions in physical education.
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Full-text available
This study examined the effects of a physical education intervention consisting of cognitively challenging physical activity games on school children’s executive functions and motivational regulations. Ninety-nine fourth- and fifth-grade children participated in this two-group, repeated measures, quasi-experimental study with a cross-over design. Children’s executive functions (measured with the design fluency and Stroop and flanker tests) and motivational regulations were measured pre- and post-intervention and one month later. At post-test, the experimental group children outperformed the waiting-list control group children in all design fluency test conditions and accuracy in the Stroop and flanker tests. Both groups improved from pre- to post-intervention their speed (reaction time) in the Stroop and flanker tests. The waiting-list control group children, after receiving the intervention, improved their performance in the executive function tests except for Stroop test accuracy and flanker test speed. The positive effects were reduced significantly one month after the end of the intervention but remained significantly higher compared to pre-intervention. No intervention effects were found for the motivational regulations. These results showed that the intervention had positive effects on children’s executive functions and supported the new shift of designing physical activity programs for developing combinedly children’s physical and cognitive development.
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Purpose : Existing research suggests that students’ attitudes toward physical education are positive through Grade 5, but become less positive as grade levels increase; this research is, however, missing student voice. The purpose of this study was to further understand why students’ attitudes have been shown to decrease. Methods : Twenty-six focus group interviews (students N = 65) were conducted over 2 years to discover what was influencing attitudes from fifth to eighth grade. Results : Three themes emerged: (a) curriculum leads to decreases in student attitudes (subthemes repetitive and boring, an overemphasis on competition, and fitness testing activities—what’s the purpose and why am I on display?), (b) social factors impact attitude: sweating and changing, and (c) physical education assumptions, the easy “A” (subthemes: perceptions of physical education teachers and the easy “A”). Conclusion : Allowing students to explain the reasons for decreases in attitudes contributes to improving the teaching and learning process.
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This systematic review of executive function (EF) interventions is the largest such review thus far, including 179 studies from all over the world, reported in 193 papers. It covers all the ways that have been tried to improve EFs, including computerized and noncomputerized cognitive training, neurofeedback, school programs, physical activities, mindfulness practices, and miscellaneous approaches (e.g., drama and Experience Corps), at all ages. A little studied approach—mindfulness practices involving movement (such as taekwondo and t’ai chi)—shows the best results for improving EFs. Promising school programs are second. Both approaches show better results than any cognitive training. Third best at improving EFs is noncomputerized cognitive training. Perhaps these three approaches show better results than computerized training because they involve more in-person trainer-trainee interaction. The best-performing computerized cognitive-training method for improving EFs is Cogmed®. Support was lacking for claims that N-back training improves fluid intelligence. Resistance training and “plain” aerobic-exercise interventions (e.g., running or walking) show the least evidence of benefit to EFs of all methods. Results for aerobic exercise with more cognitive or motor-skill challenges are only slightly better. This probably reflects how physical-activity interventions have been structured, rather than that physical activity does not benefit EFs. For any intervention, trainers’ ability to make the training activity enjoyable and to communicate their unwavering faith in participants and the program plus the activity being personally meaningful and relevant, inspiring commitment and emotional investment in participants to the activity and to one another is probably what is most important.
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Objective To summarise the current evidence on the effects of physical activity (PA) interventions on cognitive and academic performance in children, and formulate research priorities and recommendations. Design Systematic review (following PRISMA guidelines) with a methodological quality assessment and an international expert panel. We based the evaluation of the consistency of the scientific evidence on the findings reported in studies rated as of high methodological quality. Data sources PubMed, PsycINFO, Cochrane Central, Web of Science, ERIC, and SPORTDiscus. Eligibility criteria for selecting studies PA-intervention studies in children with at least one cognitive or academic performance assessment. Results Eleven (19%) of 58 included intervention studies received a high-quality rating for methodological quality: four assessed effects of PA interventions on cognitive performance, six assessed effects on academic performance, and one on both. All high-quality studies contrasted the effects of additional/adapted PA activities with regular curriculum activities. For cognitive performance 10 of 21 (48%) constructs analysed showed statistically significant beneficial intervention effects of PA, while for academic performance, 15 of 25 (60%) analyses found a significant beneficial effect of PA. Across all five studies assessing PA effects on mathematics, beneficial effects were reported in six out of seven (86%) outcomes. Experts put forward 46 research questions. The most pressing research priority cluster concerned the causality of the relationship between PA and cognitive/academic performance. The remaining clusters pertained to PA characteristics, moderators and mechanisms governing the ‘PA–performance’ relationship and miscellaneous topics. Conclusion There is currently inconclusive evidence for the beneficial effects of PA interventions on cognitive and overall academic performance in children. We conclude that there is strong evidence for beneficial effects of PA on maths performance. The expert panel confirmed that more ‘high-quality’ research is warranted. By prioritising the most important research questions and formulating recommendations we aim to guide researchers in generating high-quality evidence. Our recommendations focus on adequate control groups and sample size, the use of valid and reliable measurement instruments for physical activity and cognitive performance, measurement of compliance and data analysis. PROSPERO registration number CRD42017082505.
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In the surging field of chronic physical activity (PA) and cognition research, problems arise that prevent us from ‘seeing the forest for the trees’. The first aim was to identify them and propose solutions. Moreover, inconsistencies in conclusions of a rising amount of systematic reviews render necessary ‘an umbrella for a rain of evidence’. The second aim was to obtain a differentiated picture of moderators that may explain inconsistencies using the wide-angle lens of a systematic meta-review. We especially addressed the role of the PA context in causation mechanisms, complementing the meta-review with a realist approach that is best suited to identify context-mechanism-outcome (CMO) configurations. Main review outcomes are: (1) inconsistent grading of methodological quality and low consideration of external validity; (2) role of multiple moderators at participant-, intervention-, study-level but relative neglect of context-level moderators; (3) explanatory potential of CMO configurations, in which specific conditions of the context may trigger different mechanisms that generate PA effects on cognition. The majority of the proposed mechanisms converge on the concept of enrichment. Conclusions highlight the need for future research, in which PA interventions and their contexts are designed to mobilize the different mechanisms underpinning their individual and joint effects on cognition.
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There are plenty of books that help you use or create games that develop children’s physical skills, and it’s now widely accepted that physical activity can have a positive effect on academic achievement. But this is the first book that shows you how to tailor physical activity games specifically to enhance children’s cognitive abilities.
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Developmental Physical Education for All Children: Theory Into Practice, now in its fifth edition, takes a student-focused, comprehensive approach in preparing future teachers to create programs that enable children to gain the knowledge, skills, and dispositions vital to leading a physically active lifestyle.