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The Effects of Cognitively Challenging Physical Activity Games versus Health-Related Fitness Activities on Students’ Executive Functions and Situational Interest in Physical Education: A Group-Randomized Controlled Trial

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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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Citation: Kolovelonis, A.; Goudas, M.
The Effects of Cognitively
Challenging Physical Activity Games
versus Health-Related Fitness
Activities on Students’ Executive
Functions and Situational Interest in
Physical Education: A
Group-Randomized Controlled Trial.
Eur. J. Investig. Health Psychol. Educ.
2023,13, 796–809. https://doi.org/
10.3390/ejihpe13050060
Academic Editors: María del Mar
Molero Jurado, JoséCarmelo Adsuar,
Roxana Paola Palacios Cartagena,
Carmen Galán Arroyo and Maria
Mendoza-Muñoz
Received: 7 February 2023
Revised: 21 April 2023
Accepted: 24 April 2023
Published: 26 April 2023
Copyright: © 2023 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/).
Article
The Effects of Cognitively Challenging Physical Activity Games
versus Health-Related Fitness Activities on Students’ Executive
Functions and Situational Interest in Physical Education:
A Group-Randomized Controlled Trial
Athanasios Kolovelonis * and Marios Goudas
Department of Physical Education and Sport Science, University of Thessaly, 42100 Trikala, Greece;
mgoudas@pe.uth.gr
*Correspondence: akolov@pe.uth.gr; Tel.: +30-2431047063
Abstract:
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.
Keywords:
inhibition; cognitive flexibility; design fluency; cognitive engagement; situational interest
1. Introduction
Participating in regular physical activity is related to important health-related benefits,
including physical, mental, and socio-emotional health [
1
,
2
] and academic performance [
3
].
School physical education may play a significant role in enhancing students’ physical
activity levels. Traditionally, the enhancement of students’ physical activity within physical
education involves simple fitness routines, aerobic exercises, resistance-training or aerobic
activities (e.g., running and walking). These kind of activities focus mainly on increasing
energy expenditure and promoting health-related outcomes. Recently, however, a new
approach on designing physical activity programs has emerged. This view is informed
by evidence showing positive relations between participation in physical activity and
functional changes in the brain, and suggests that complex motor tasks with increased
cognitive demands may facilitate cognitive development [
4
,
5
]. This tendency also suggests
that physical activity programs should promote energy expenditure while students are
involved in challenging conditions [
6
]. These challenging conditions are present in novel,
cognitively complex and unpredictable tasks which require problem solving and mental
demands [
7
]. Focusing both on qualitative (e.g., duration and intensity) and quantitative
(e.g., cognitive demands) aspects of physical activity can have beneficial effects on students’
Eur. J. Investig. Health Psychol. Educ. 2023,13, 796–809. https://doi.org/10.3390/ejihpe13050060 https://www.mdpi.com/journal/ejihpe
Eur. J. Investig. Health Psychol. Educ. 2023,13 797
psychomotor, cognitive and physical development [
5
,
8
,
9
]. From this point of view, physical
activity programs should adopt a shift “from simply moving to moving with thought” [
10
],
and focus on motor and cognitive development, jointly. However, despite its promising
perspectives, the tenets of this approach should be empirically tested.
Executive functions have attracted researchers’ interest in the field of physical and
cognitive development [
6
]. Executive functions are higher-order cognitive processes that
are involved in goal-oriented behavior to facilitate flexibility in cognitively demanding
situations that require increased levels of attention and concentration [
11
]. Inhibition, work-
ing memory and cognitive flexibility are identified as three core executive functions [
10
].
Inhibition enables students to respond to changing situations that block and control ha-
bitual actions or thoughts, in order to act effectively. For example, a student inhibits an
already learned response to act in a way that fits to the new task conditions. Working
memory represents the storage of information that is necessary for effective actions during
learning or performance (e.g., a student holds in their working memory the instructions for
solving a problem). Cognitive flexibility helps students shift their attention among task
demands and change their approaches in problem solving or to be flexible when dealing
with task demands (e.g., a child uses different strategies to solve a problem when those
previously used were ineffective). Executive functions have important implications for
health and quality of life [11]. In particular, executive functions are essential for readiness
in school [
12
], academic [
13
], and sport performance [
14
16
]. They are also involved in
learning processes, such as problem solving, planning, decision making, recognizing errors
and correcting them [
17
]. Furthermore, executive functions are related with self-regulated
learning [
18
] governing improvements in students’ self-regulation processes [
19
]. This way,
executive functions can lead to positive outcomes in physical education, such as increased
performance, enjoyment, satisfaction and self-efficacy [2022].
Executive functions may be enhanced by physical activity [
23
]. Indeed, research evi-
dence in the field of physical activity has suggested that executive functions can benefit from
long-term interventions [
24
,
25
]. Moreover, some systematic reviews and meta-analyses
focused on the effectiveness that different types of physical activity programs had on
children’s executive functions. In particular, these reviews involved programs emphasizing
in the quantity (e.g., high intensity or duration) or the quality (e.g., enriched with cognitive
challenges) of physical activity [
26
], aerobic physical activities or physical activity with
cognitive demands [
23
], and interventions involving aerobic, motor skill, and cognitive
challenging tasks [
27
]. This research showed that the cognitively enriched physical activity
programs were those with the larger effect sizes. However, research evidence regarding
the potential effects of acute bouts of physical activity on students’ executive functions has
generally revealed inconsistent results [
28
]. Some findings supported that acute bouts of
physical activity can have a positive impact on executive functions [
29
,
30
]. For example, it
was found that an acute exergame-based physical activity session with increased cognitive
demands enhanced students’ executive functions (i.e., cognitive flexibility) [
31
]. In contrast,
Bedard et al. [
32
] reported no effects from an acute session of cognitively engaging physical
activity (i.e., children playing a large game of Connect 4) on 6-8-year-old children’s scores
in a flanker task (i.e., accuracy and reaction time). Moreover, Egger et al. [33] found that a
classroom-based intervention, including breaks with cognitively enriched physical activity,
had no effects on updating or inhibition, and had negative effects on shifting. It seems that
several factors, including the duration, the intensity and the cognitive engagement of a
program, may determine the acute effects of physical activity on executive functions [
34
].
Indeed, according to recent evidence, not all physical activity types can positively affect ex-
ecutive functions [
4
]. Therefore, considering the mixed results of previous findings, further
evidence regarding the most appropriate types of physical activity for promoting students’
executive functions is warranted. Such information would facilitate the development, as
well as the implementation of effective physical activity programs in physical education.
Physical activity games enriched with cognitive challenges may be a favorable type
of physical activity for helping students to promote their physical activity and cognitive
Eur. J. Investig. Health Psychol. Educ. 2023,13 798
involvement in physical education settings. These games can be designed to purposely
involve students in cognitively demanding and challenging conditions that require problem
solving and mental effort [
7
], and include novel and non-automatized tasks [
35
]. Three
principles of facilitating mental involvement (contextual interference, mental control and
discovery) are the basis for designing physical activity games enriched with cognitive chal-
lenges and demands [
36
]. Changing the playing environment, the conditions or the rules of
a game and forcing children to select unpredictable movement sequences are effective ways
of creating contextual interference. Mental control is developed through different types
of games. For example, stopping games require students to react in alternating signals
that force them to stop or to go and to override prior actions. Another type of game, the
updating game, requires keeping or handling information stored in working memory,
whereas in switching games, participants should stop their regular movements to act in a
very different way. To promote discovery, students are involved in solving problems that
have multiple acceptable solutions by participating in games that allow them to find out
how to play and which strategies to use [36].
Very little research has examined the effectiveness of physical activity games that
are cognitively challenging. Recently, Kolovelonis and Goudas [
37
] conducted an acute
experiment in physical education to compare three types of these games that were based
on the three principles of mental involvement, respectively. All types of these games
were effective in triggering children’s executive functions. Kolovelonis and Goudas [
38
]
reported higher scores in an executive functions test for children who played these games,
compared to those who were involved in track and field or soccer skills and to control
group students. An intervention including cognitively enriched physical activity games
in physical education increased students’ executive functions [
39
]. These findings suggest
that these games are a promising means for involving students in cognitively demanding
physical activities within physical education.
Another important characteristic of the content chosen for physical education is to
attract students’ interest to actively participate in the lesson. Indeed, in a physical education
setting, situational interest is considered as a significant motivational variable [
40
], and
increased levels of motivation in physical education are related with higher out-of-school
physical activity participation [
41
]. Furthermore, students’ motivation to participate in
physical activities may be increased if movement skills are delivered using a wide range
of interesting and enjoyable activities or games [
42
]. The students’ situational interest
can be increased through their involvement in tasks perceived as new and challenging,
or tasks offering enjoyment and providing a chance to explore possibilities. For example,
elementary students who played exergames reported higher situational interest compared
to students who participated in a cardiovascular fitness unit [
43
]. In previous research, high
levels of situational interest for the cognitively challenging physical activity games [
37
]
and higher levels of novelty regarding these games compared to teaching track and field or
soccer skills [38] were found.
The Present Study
The characteristics of the exercise, including quantitative (e.g., intensity, duration) and
qualitative (e.g., coordinative or cognitive demands) parameters [
4
,
5
] may play a role in the
mixed results found regarding the effects of acute bouts of physical activity on executive
functions [
31
,
33
]; that is, the type of physical activity may be a critical factor for enhancing
students’ executive functions [
4
]. For example, the degree of cognitive involvement in a
physical activity session may determine its effects on students’ executive functions [
34
],
such as exposing students to developmentally appropriate quality physical education that
involves demanding levels of both physical effort and cognitive involvement, which may
positively affect their executive functions [25,44].
Involving students in physically and cognitively enriched physical activity programs
may be undertaken through the use of cognitively enriched physical activity games. How-
ever, little research has examined the effectiveness of programs including these games.
Eur. J. Investig. Health Psychol. Educ. 2023,13 799
Some respective evidence from research in physical education has shown that these games
increased children’s executive functions [
37
,
38
]. However, these studies compared these
games with physical education sessions including sport skills [
38
] or with control group
students who were not involved in physical education [
37
]. The current study expanded
Kolovelonis and Goudas’ study [
37
] by combining all three types of these games in a single
session. Moreover, the current study replicated and expanded Kolovelonis and Goudas
study [
38
] by comparing these games with a widely used type of program for promoting
students’ physical activity within physical education. In particular, the students of the
comparison group were involved in a physical education session including activities for
enhancing their health-related fitness components (i.e., muscular strength and endurance,
cardiovascular endurance and flexibility). This comparison would reveal if cognitively
challenging physical activity games can be an equivalent or a better form of physical activity
for enhancing children’s executive functions than other forms of physical activity.
These two approaches (cognitively challenging physical activity games versus activ-
ities for promoting students’ health-related fitness components) were also compared in
terms of their effects on a post-test measure of situational interest, which considers an im-
portant motivational variable in physical education [
40
]. Tasks with different characteristics
may have different effects on students’ situational interest. Preliminary evidence has sug-
gested that cognitively enriched physical activity games can attract children’s situational
interest [
37
]. However, further evidence from studies comparing the effects of these games
on students’ situational interest with other types of physical activities is warranted. Such
information, especially if it comes from research in authentic physical education settings,
may help physical educators to design and implement effective programs for promoting
their students’ physical activity.
This study aimed to compare a single session of cognitively challenging physical
activity games with a session including activities for enhancing students’ health-related
fitness components regarding their effects on executive functions. Post-test comparisons
between the groups regarding situational interest were also involved. A control group
with students who did not participate in physical education was also included. It was
expected that students who would be involved in either the cognitively challenging physical
activity games or the health-related fitness activities would increase their post-test executive
functions scores compared to pre-test, and these improvements would be higher than that
of control group students. Moreover, it was expected that cognitively challenging physical
activity games would engage students in higher cognitive involvement, and thus would
have greater effects on students’ executive functions compared to the health-related fitness
program. Furthermore, students who played the games were expected to report increased
scores in the dimensions of the situational interest scale compared to students who were
involved in health-related fitness activities.
2. Materials and Methods
2.1. Design
The design of this study involved a group-randomized controlled trial with an acute
field experiment in physical education. Three groups of students were involved: (a) Group 1,
including students who played cognitively challenging physical activity games; (b) Group 2,
including students who participated in a session for developing their health-related fitness
components; and (c) Group 3, a control group without physical education. Executive
functions were measured pre-test and post-test, and situational interest only post-test.
2.2. Participants and Settings
A total of 102 students (Mage = 10.13, SD = 0.57, 56 boys, 46 girls) participated in this
study. Only 44 of these students attended 3 fourth-grade classes, and 56 students attended
3 fifth-grade classes of 3 primary schools. Intact classes were involved in the design of
this study. In particular, 1 fourth-grade and 1 fifth-grade intact class from each school
were randomly assigned to Group 1 (36 students, 18 boys, 18 girls), Group 2 (34 students,
Eur. J. Investig. Health Psychol. Educ. 2023,13 800
19 boys, 15 girls), and Group 3 (32 students, 19 boys, 13 girls). Students came from a middle
socioeconomic status.
Greek physical education is mandatory, coeducational, and delivered by specialized
physical education teachers. Fourth-grade students attend three 45 min classes and fifth-
grade students attend two 45 min classes per week. The main content of physical education
for these grades includes team sports (e.g., soccer, volleyball, basketball), individual sports
(e.g., gymnastics and track and field) and dance and rhythm activities. Elementary schools
involved in this study were located in a middle-sized city and had outdoor sport facilities
for team sports (e.g., basketball and volleyball) and a wide school yard for other sport-
related activities.
2.3. Measures
2.3.1. The Design Fluency Test
Executive functions were measured by the design fluency test [
45
]. The advantages
of this test are that it is both appealing to children and can be administrated at class level.
Three different conditions of the test are included, and a sheet including 25 square boxes
with unstructured arrays of dots is available for each one. For each test conditions,
four consecutive straight lines should be used for drawing different designs by connecting
dots with a pencil in 60 s. In the first condition, five solid dots are included in each box and
students should generate novel designs by connecting these dots. In the second condition,
five solid and five blank dots are included in each box and students should generate designs
by connecting only blank dots. In the third condition, five solid and five blank dots are
included in each box and students should generate novel designs by connecting a solid
and a blank dot in turn (starting from a blank or a solid dot). The number of correct and
unique designs in each test condition represented students’ score in the respective test
condition. The first test condition measures design fluency, the second measures inhibition,
and the third measures cognitive flexibility. The total score in the design fluency test was
also calculated by adding the scores of the three conditions [45].
2.3.2. Situational Interest Scale
This scale [
46
] consists of five dimensions of situational interest: novelty (e.g., “What
we were learning was a new activity for me to do, which I did for the first time”); instant
enjoyment (e.g., “What we were learning was appealing/amusing to me”); exploration
intention (e.g., “I’d like to know more about how to do what we were learning”); attention
demand (e.g., “What we were learning demanded my high attention”); and challenge (e.g.,
“What we were learning was hard for me to do”). Each dimension consists of three items.
An overall situational interest subscale with four items is also included (e.g., “What we
were learning attracted me (to participate)”). Students provided their responses using a
five-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree). The Greek
adaptation of the scale [
37
] demonstrated acceptable psychometric properties showing
a good model fit of the sixth-factor solution,
χ2
(137) = 159.82, p= 0.088,
χ2
/df = 1.17,
NNFI = 0.980, CFI = 0.984, RMSEA = 0.034 (90% CI: 0.000–0.055). Satisfactory internal
consistency (Cronbach’s alpha) in this study was found for instant enjoyment (0.82), novelty
(0.94), attention demand (0.78), exploration intention (0.77), challenge (0.68), and total
interest (0.89).
2.4. Study Procedures
The University Ethics Review Committee and Ministry of Education provided the
ethical approval for this study (1522, 5/6/2019). School principals and physical education
teachers provided their own permissions while parental written consent was obtained from
all students participating voluntarily in this study. An experimenter with a bachelor’s and
master’s degree in physical education and extensive experience in delivering interventions
in physical education implemented all sessions of this study. The implementation of the
session for both the experimental conditions was based on written detailed lesson plans.
Eur. J. Investig. Health Psychol. Educ. 2023,13 801
These plans were tested during a pilot implementation with children not involved in the
present study, which resulted in appropriate adjustments. After the completion of each
session, the experimenter checked if all the components of the session were implemented
appropriately. To facilitate this process, the experimenter was keeping related notes during
the implementation of each session. Moreover, after the end of the session, she kept addi-
tional notes regarding the children’s involvement and the fidelity of the implementation
from each session. All sessions were implemented according to the plan. Group 1 and
2 students completed the executive function test (i.e., design fluency) one week before
the experiment. The test was administered by the experimenter in students’ classrooms.
Students were provided with appropriate instructions for each test condition. The experi-
menter demonstrated the completion of each test condition on the classroom’s blackboard.
Next, students completed the test. After participating in the acute experiment, Group
1 and 2 students were post-tested in executive functions (i.e., design fluency test) and
responded via the situational interest scale. Control group students (Group 3) completed
the pre- and post-test measures of the design fluency test one week apart following the
same procedures as Group 1 and 2. Between pre- and post-test, to avoid possible con-
founds of being involved in regular physical education, students of all groups attended
a similar number of physical education classes without motor, sport activities or games,
and instead focused on the history of modern Olympics and the health-related benefits of
physical activity.
2.5. Description of the Experimental Conditions
Students in Group 1 participated in a 45 min session including 5 cognitively challeng-
ing physical activity games. For designing these games, the three principles of highlighting
contextual interference, promoting mental control and discovery were used [
36
]. In particu-
lar, to create contextual interference, the game conditions changed unpredictably requiring
from students to react in a different series of actions. In other games, students had to appro-
priately manipulate information kept in their memory, in order to respond appropriately
in alternating signals to override prior actions, or to stop their movements in order to
find a different way of acting. Some games focused on promoting discovery by involving
students in problem solving, games requiring multiple solutions or the selection of the
most effective strategies.
Examples of games included in this session were the hop-pop-tag, a modified version
of crazy traffic lights, the mirror and the maps [
36
]. The hop-pop-tag is a modified tag
game based on the principle of contextual interference. In this game, students tried to tag
any other student, and at the same time, had to avoid being tagged themselves. Students
who were tagged sat on the floor and could return to the game when the student who
tagged him/her became tagged. In a modified crazy traffic lights game emphasizing mental
control, students performed specific movements or a series of movements responding to
verbal instructions, directions or signals provided by the experimenter. Contradictory
instructions and signals were also introduced, requiring students to inhibit their routine
actions in order to perform correctly. Similarly, the mirror game required students to
reproduce the movement actions represented by their teammate, which progressively
became longer and more complex. The maps game promoted discovery, requiring students
to move around and select and perform a novel sequence of movements.
Group 2 students participated in a 45 min session including activities for developing
health-related fitness components. In particular, after an 8 min organization and warm-
up, students performed activities for enhancing their muscular endurance (e.g., curl-
ups, dorsal raises, modified push-ups, modified dips, semi-squats, and lunges). After
that, students practiced in a 9 min section with combined walking and running activities
(alternating between 2 min running and 1 min walking), and the session closed with a 7 min
flexibility activity.
Eur. J. Investig. Health Psychol. Educ. 2023,13 802
2.6. Statistical Analysis
Considering that entire physical education classes were included in this study, baseline
differences between groups including gender and grade as potential differential factors,
were examined for the three test conditions, and the total design fluency score through a
3 (Group) X 2 (Grade) X 2 (Gender) MANOVA and ANOVA, respectively. Intervention
effects for the first (i.e., fluency), the second condition (i.e., inhibition) and the total design
fluency test score, were examined with separate 3 (Group) X 2 (Time) ANOVA with repeated
measures followed by pre- to post-test comparisons within each group and post-test
comparisons between all of the groups. For cognitive flexibility (i.e., third condition
of the design fluency), a one-way ANCOVA was conducted due to pre-test differences
between groups, followed by between group comparisons. One-way MANOVA was
used to compare groups on their situational interest scores, followed by univariate tests
and between group comparisons. The effects sizes (i.e., partial
η2
and Cohen’s d) were
calculated [
47
]. Values for Cohen’s dbelow 0.50 represent small effects, values between
0.50 and 0.80 represent medium effects, and values above 0.80 represent large effects. For
partial
η2
, values below 0.06 represent small effects, values between 0.06 and 0.14 represent
medium effects, and values above 0.14 represent large effects.
3. Results
3.1. Preliminary Analysis
Pre-test and post-test data for all groups regarding design fluency tests were normally
distributed, meeting the criterion of less than
±
1.96 for skewedness, and kurtosis reflecting
normally distributed data [
48
]. A small deviation was found only in the post-test data
regarding cognitive flexibility in Group 3.
Descriptive statistics for students’ scores in executive functions, for all groups of the
study, are presented in Table 1. Descriptive statistics for students’ scores in situational
interest and correlations among the situational interest subscales are presented in Table 2.
A 3 (Group) X 2 (Grade) X 2 (Gender) MANOVA showed a nonsignificant Group X Grade
X Gender interaction, F(6, 178) = 0.149, p= 0.989, in pre-test scores of fluency, inhibition and
cognitive flexibility. Moreover, all the two-way interactions and the main effects for gender
and grade were nonsignificant. In contrast, a significant main effect for group was found in
cognitive flexibility, F(2, 90) = 4.47, p= 0.014,
η2
= 0.09. Group 2 students had lower pre-test
scores in cognitive flexibility compared to Group 1 and Group 3 students. A nonsignificant
Group X Grade X Gender interaction, F(2, 90) = 0.009, p= 0.991, in the pre-test total score in
the design fluency test was found. All the two-way interactions and the main effects for
gender and grade were also nonsignificant.
Table 1. Descriptive statistics for executive functions.
Group 1 Group 2 Group 3
Pre-Test Post-Test Pre-Test Post-Test Pre-Test Post-Test
Variable M SD M SD M SD M SD M SD M SD
Fluency 6.39 3.65 12.36 3.24 6.68 3.65 9.08 4.81 7.87 2.72 8.56 3.65
Inhibition 7.00 3.10 11.69 2.80 7.71 3.66 7.76 3.80 7.97 3.00 8.63 3.92
Cognitive
flexibility 5.03 2.82 9.36 3.06 3.24 3.05 4.56 3.08 4.94 2.54 4.31 2.93
DF-total 18.42 8.48 33.42 7.86 17.62 8.68 21.41 10.30 20.78 6.11 21.50 9.18
Note: DF: Design Fluency, Group 1: Cognitively challenging physical activity games; Group 2: Developing
health-related fitness components; Group 3: Control group.
Eur. J. Investig. Health Psychol. Educ. 2023,13 803
Table 2. Descriptive statistics and correlations for situational interest.
Group 1 Group 2 Correlations
Post-Test Post-Test
Variable M SD M SD 1 2 3 4 5
Total interest 4.06 1.01 3.28 1.18 -
Instant
enjoyment 4.22 0.93 3.25 1.23 0.83 * -
Exploration
intention 3.54 1.14 3.53 1.35 0.58 * 0.63 * -
Attention
demand 4.07 0.90 3.75 1.16 0.71 * 0.73 * 0.68 * -
Challenge 2.27 1.00 2.35 1.27 0.44 * 0.41 * 0.44 * 0.43 * -
Novelty 2.85 1.54 2.53 1.59 0.53 * 0.44 * 0.44 * 0.46 * 0.65 *
Note: Group 1: cognitively challenging physical activity games; Group 2: developing health-related fitness
components. * Significant correlations (p< 0.001).
3.2. Acute Effects on Students’ Executive Functions
3.2.1. Fluency
The 3 (Group) X 2 (Time) repeated measures ANOVA revealed a significant Group X
Time interaction for fluency (Figure 1), F(2, 99) = 29.14, p< 0.001,
η2
= 0.37. Significant pre-
test to post-test improvements were found for Group 1, t(35) =
13.38, p< 0.001, d= 1.73,
and Group 2, t(33) =
4.17, p< 0.001, d= 0.56, but not for Group 3, t(31) =
1.46, p= 0.155,
d= 0.21. Post-test comparisons between groups showed that Group 1 outperformed Group 2,
t(68) = 3.35, p< 0.001, d= 0.80, and Group 3, t(66) = 4.54, p< 0.001, d= 1.10. Nonsignificant
differences were found between Groups 2 and 3, t(64) = 0.50, p= 0.621, d= 0.12.
Eur.J.Investig.HealthPsychol.Educ.2023,13,xFORPEERREVIEW8
DF-total18.428.4833.427.8617.628.6821.4110.3020.786.1121.509.18
Note:DF:DesignFluency,Group1:Cognitivelychallengingphysicalactivitygames;Group2:De-
velopinghealth-relatedtnesscomponents;Group3:Controlgroup.
Tab le2.Descriptivestatisticsandcorrelationsforsituationalinterest.
Group1Group2Correlations
Post-TestPost-Test
VariableMSDMSD12345
Totalinterest4.061.013.281.18-
Instantenjoyment4.220.933.251.230.83*-
Explorationintention3.541.143.531.350.58*0.63*-
Attentiondemand4.070.903.751.160.71*0.73*0.68*-
Challenge2.271.002.351.270.44*0.41*0.44*0.43*-
Novelty2.851.542.531.590.53*0.44*0.44*0.46*0.65*
Note:Group1:cognitivelychallengingphysicalactivitygames;Group2:developinghealth-related
tnesscomponents.*Signicantcorrelations(p<0.001).
3.2.AcuteEectsonStudents’ExecutiveFunctions
3.2.1.Fluency
The3(Group)X2(Time)repeatedmeasuresANOVArevealedasignicantGroupX
Timeinteractionforuency(Figure1),F(2,99)=29.14,p<0.001,η2=0.37.Signicantpre-
testtopost-testimprovementswerefoundforGroup1,t(35)=−13.38,p<0.001,d=1.73,
andGroup2,t(33)=−4.17,p<0.001,d=0.56,butnotforGroup3,t(31)=−1.46,p=0.155,d
=0.21.Post-testcomparisonsbetweengroupsshowedthatGroup1outperformedGroup
2,t(68)=3.35,p<0.001,d=0.80,andGroup3,t(66)=4.54,p<0.001,d=1.10.Nonsignicant
dierenceswerefoundbetweenGroups2and3,t(64)=−0.50,p=0.621,d=0.12.
Figure 1.
Group and Time interaction in the three conditions (fluency, inhibition, cognitive flexibility)
and in the total score of the design fluency test.
Eur. J. Investig. Health Psychol. Educ. 2023,13 804
3.2.2. Inhibition
The 3 (Group) X 2 (Time) repeated measures ANOVA revealed a significant Group X
Time interaction for inhibition (Figure 1), F(2, 99) = 26.57, p< 0.001,
η2
= 0.35. A significant
pre-test to post-test improvement was found for Group 1, t(35) =
11.62, p< 0.001, d= 1.59,
but not for Group 2, t(33) =
0.11, p= 0.913, d= 0.01, and Group 3, t(31) =
1.19, p= 0.244,
d= 0.19. Post-test comparisons between groups showed that Group 1 outperformed Group 2,
t(68) = 4.95, p< 0.001, d= 1.18, and Group 3, t(66) = 3.75, p< 0.001, d= 0.90. Nonsignificant
differences between Groups 2 and 3, t(64) = 0.91, p= 0.369, d= 0.23, were found.
3.2.3. Cognitive Flexibility
The one-way ANCOVA showed that after the adjustment of the pre-test differences,
F(1, 98) = 82.06, p< 0.001,
η2
=0.46, the three groups differed significantly in their post-test
scores in cognitive flexibility, F(2, 98) = 44.40, p< 0.001,
η2
= 0.48. Group 1 had higher scores
compared to Group 2, p< 0.001, d= 1.56, and Group 3, p< 0.001, d= 1.69, and Group 2
compared to Group 3, p= 0.032, d= 1.03 (Figure 1).
3.2.4. Total Score in the Design Fluency Test
The 3 (Group) X 2 (Time) repeated measures ANOVA revealed a significant Group
X Time interaction for the design fluency total score, F(2, 99) = 67.46, p< 0.001,
η2
= 0.58
(Figure 1). Significant pre-test to post-test improvements were found for Group 1,
t(35) =
18.90, p< 0.001, d= 1.83, and Group 2, t(33) =
3.48, p< 0.001, d= 0.40, but
not for Group 3, t(31) =
0.83, p= 0.412, d= 0.09. Post-test comparisons between groups
showed that Group 1 outperformed Group 2, t(68) = 5.50, p< 0.001, d= 1.31, and Group 3,
t(66) = 5.76, p< 0.001, d= 1.39. Nonsignificant differences between Groups 2 and 3,
t(64) = 0.04, p= 0.971, d= 0.01, were found.
3.3. Differences on Situational Interest
The one-way MANOVA showed a multivariate effect of Group, F(6, 63) = 4.81,
p< 0.001,
η2
= 0.35, on students’ scores in situational interest subscales. Univariate tests
revealed significant Group differences in total interest, F(1, 68) = 8.90, p= 0.004,
η2
= 0.12,
and in instant enjoyment, F(1, 68) = 13.87, p< 0.001,
η2
= 0.17. In particular, Group 1
students compared to Group 2 students scored higher in total interest (p= 0.004, d= 0.71)
and in instant enjoyment (p< 0.001, d= 0.89).
4. Discussion
Cognitively challenging physical activity games is an approach for enhancing students’
physical activity and involving them in cognitively challenging conditions [
6
]. This study
explored the effectiveness of these games as a means for enhancing students’ executive
functions and situational interest. Generally, the findings of the study suggested that these
games can positively affect both students’ executive functions and situational interest.
Consistent with our hypothesis, students who played cognitively enriched physical
activity games or were involved in the session with health-related fitness activities im-
proved their post-test scores in the executive functions compared to pre-test ones, while
the control group did not. These results supported the previous respective evidence in
the field of physical education, regarding the beneficial effects of the cognitively enriched
physical activity games in promoting children’s executive functions [
37
,
38
]. Furthermore,
in the present study, the sizes of the effects from these games were generally substantial for
students’ executive functions.
Although physical activity may positively affect executive functions, not all types of
physical activity are considered equally effective [
4
]. Research findings are rather mixed
regarding the effects of acute bouts of physical activity on students’ executive functions [
28
].
This study provided evidence that a single session with cognitively challenging physical
activity games can have a large acute effect on students’ executive functions. This evidence
supported previously reported findings showing that executive functions can be triggered
Eur. J. Investig. Health Psychol. Educ. 2023,13 805
after participating in cognitively enriched physical activity [
29
31
]. Moreover, it supported
views that the level of cognitive engagement during physical activity may determine the
magnitude of the effects of the acute bouts of physical activity on students’ executive
functions [
34
]. Within this study, the substantial sizes of the effects of the cognitively
challenging physical activity games suggested that these games are cognitively enriched
and appropriate for triggering students’ executive functions. Such information is important
for developing and implementing effective interventions in physical education.
Moreover, consistent with previous evidence [
26
], inhibition mostly benefited from
these games. Indeed, these games involved students in cognitively challenging and de-
manding conditions that required them to inhibit apparent or routine responses, and to act
in a different way, whereas fitness exercises required specific automatized motor responses.
Gains in cognitive flexibility were found in both experimental groups, although they were
noticeably higher in the group of students who played cognitively challenging physical
activity games, rather than in the group with fitness exercises. Involving students in games
and tasks requiring motor discovery and production of multiple and novel responses may
contribute to these effects. Future research should explore if the cognitively challenging
physical activity games have differential effects on the different aspects of executive func-
tions [
49
]. This research should also include working memory that was not measured in
this study.
Most importantly, the present study showed that the cognitively challenging physical
activity games had stronger effects on executive functions compared to the respective
effects of health-related fitness activities. Consistent with previous evidence [
30
,
50
], the
students who were involved in the health-related fitness activities improved significantly
from pre-test to post-test in their executive functions. However, the size of the effects
of the cognitively challenging physical activity games was two or three times higher
than the effects of the health-related fitness activities. This means that an appropriately
designed physical activity intervention, including physical activity games enriched with
cognitive challenges, can significantly impact students’ executive functions. According to a
recent review, physical activity programs without cognitive demands had lower effects on
executive functions compared to cognitively enriched programs [4].
Theoretical explanations for the acute effects of exercise have been proposed including
cognitive, psychological, and physiological mechanisms, as well as the quantitative (e.g.,
intensity and duration) and qualitative (e.g., cognitive demands) characteristics of the
physical exercise [
5
]. Based on that, the positive effects of the cognitively challenging
physical activity games may be attributed to their unique characteristics. The design of these
games follows the principles of establishing contextual interference, highlighting mental
control and enhancing discovery [
36
] to create unpredictable and cognitively complex game
conditions. Thus, by playing these games, students should respond to the changing game
conditions, and react to alternating, and in some cases, contradictory signals, and select
appropriate actions using the information stored in their working memory, or provide
multiple solutions to a problem. All of these conditions increase the coordinative complexity
in the physical tasks and set cognitive challenges to students who are not simply moving
during physical education, but are “moving with thought” [
10
]. Therefore, such games
may be considered appropriate for creating optimal task conditions to trigger children’s
executive functions in physical education.
The present findings also showed that after playing cognitively challenging physical
activity games, students reported higher scores in total interest and in instant enjoyment
compared to students who participated in health-related fitness activities. It seems that
students enjoyed playing these games more than participating in activities for promoting
their health-related fitness. Previous research has also provided preliminary evidence
showing high levels of total interest and enjoyment among students after participating
in cognitively challenging physical activity games [
37
], and increased levels of novelty
compared to teaching track and field or soccer skills [
38
]. Increasing students’ situational
interest and enjoyment can be considered a significant effect of these games. Selecting
Eur. J. Investig. Health Psychol. Educ. 2023,13 806
appealing and enjoyable activities is a means for enhancing students’ motivation for
participating in physical activity during physical education. Indeed, tasks with different
characteristics may have different effects on students’ situational interest. For example,
playing exergames resulted in higher situational interest compared to a cardiovascular
fitness unit [
43
]. It has also been suggested that students’ motivation in physical education
can be increased if movement skills, activities and games are enjoyable, and attract students’
interest to participate [
42
]. Moreover, fun and enjoyment have been found to be strong
motivators for involving adolescents and adults in physical activity [
51
]. According to
students, some of the most important benefits of physical activity, except health-related
benefits, were to have fun and feel successful [52].
Enhancing students’ situational interest in physical education can also have a positive
impact on their motivation to participate [
40
], which in turn can positively affect other
important outcomes, such as participating in out-of-school physical activity [
41
]. Cogni-
tively 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. Indeed, it has been suggested that making physical activities
enjoyable, personally meaningful, and relevant for students is an important factor for
increasing the effects of physical activity interventions on students’ executive functions [
4
].
The present results supported the new approach for designing and implementing cog-
nitively demanding physical activity interventions [
6
]. Adopting this approach, beneficial
effects for students in multiple domains can be pursued [
9
]. From an applied perspective,
choosing physical activity games that are enriched with cognitive demands in physical edu-
cation programs, can be viewed as an appropriate means for triggering students’ executive
functions. Most importantly, students have fun and enjoy their participation in these games.
This is significant for physical educators who struggle to increase their student’s motivation
for participating in physical activities during physical education. Indeed, there is evidence
that some types or forms of physical activity tasks are not so attractive or appealing for
some students [
54
]. Therefore, physical educators should enrich their physical activity
programs involving physical activity games with cognitive challenges to make them more
appealing and attractive for their students. Furthermore, physical educators may adapt
games or fitness activities by adding cognitive challenges and demands to make them more
appealing and attractive for their students. This can be done by adding new rules in games,
avoiding repetition of automatized movements, changing the conditions of the games,
or asking from students to respond to open-ended problems. For example, adding an
extra ball in a basketball game will introduce students to novel and cognitive-demanding
conditions for responding effectively with this new rule. Moreover, asking students to
produce multiple and novel responses in a movement task rather than to move following
a movement routine can involve them in a problem-solving process requiring cognitive
involvement.
The present study has some limitations. In particular, this study focused on comparing
different types of physical activity in terms of their effects on children’s executive functions
and situational interest. However, measures of actual physical activity, as well as manipula-
tion checks of physical effort and cognitive engagement during these physical education
sessions were not included. Future research may address this limitation by measuring
students’ physical activity when participating in the different types of physical activity, and
examining potential relations between the amount of physical activity during a session and
the development of students’ cognitive functions. Considering that this study compared
cognitively challenging physical activity games against a session including health-related
fitness activities, further research should also examine the effects of other types for pro-
moting students’ physical activity within physical education (e.g., aerobic routines and
different types of dances). These studies should also involve additional socio-motivational
measures, such as participation motivation, self-efficacy, attitudes for physical activity, or
Eur. J. Investig. Health Psychol. Educ. 2023,13 807
intentions for participating in out-of-school physical activity. Such research will provide
further evidence for the potential effects of the cognitively challenging physical activity
games and the benefits of their involvement in physical education practice. Moreover,
long-term interventions using retention measures are needed to explore the longitudinal
effects of these games on students’ executive functions and motivational-related variables.
5. Conclusions
This study suggested that participating in cognitively challenging physical activity
games has beneficial effects on children’s executive functions in physical education within
schools. Furthermore, students who played these games reported higher scores in total
interest and in instant enjoyment compared to students who participated in health-related
fitness activities. Thus, these games can be the basis of cognitively enriched physical activity
programs in the field of physical education, focusing on promoting students’ physical and
cognitive development, jointly.
Author Contributions:
Conceptualization, A.K. and M.G.; methodology, A.K.; validation, M.G.;
formal analysis, A.K.; investigation, A.K.; resources, M.G.; data curation, A.K.; writing—original draft
preparation, A.K.; writing—review and editing, M.G.; visualization, A.K.; supervision, 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).
Institutional Review Board Statement:
The study was conducted in accordance with the Declaration
of Helsinki, and approved by the Institutional Ethics Committee of DEPARTMENT OF PHYSICAL
EDUCATION AND SPORT SCIENCE, UNIVERSITY OF THESSALY (1522, 5/6/2019).
Informed Consent Statement:
Written informed consent was obtained from all subjects involved in
the study.
Data Availability Statement:
The data underlying the results presented in the study are part of a
research program and are available on request from the second author (M.G.; mgoudas@pe.uth.gr).
Conflicts of Interest:
The authors declare no conflict of interest. The funders had no role in the design
of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript; or
in the decision to publish the results.
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... This disparity in outcomes suggests that dietary interventions may be inherently more effective than physical activity-only interventions, particularly when they are supported by counseling or environmental modifications. The evidence indicates that face-to-face dietary education tends to foster greater adherence and more favorable outcomes compared to remote or text-based physical activity interventions, which may lack the personal engagement necessary for effective behavior change (25). ...
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Introduction: Workplace nutrition interventions have emerged as a pivotal strategy for enhancing employee health by addressing dietary behaviors and reducing the risk of non-communicable diseases. This systematic review evaluates the effectiveness of workplace-based nutrition interventions in improving nutritional outcomes and health indicators among employees. Methods: Using the PRISMA framework, a comprehensive search was conducted across PubMed, ScienceDirect, Scopus, and Google Scholar for studies published between 2020 and 2024. Eligible studies included randomized controlled trials (RCTs) and quasi-experimental designs targeting workplace-based nutrition interventions. A total of 10 studies met the inclusion criteria and were systematically analyzed for outcomes related to dietary behavior, physical activity, and health indicators. Risk of bias assessments were performed to ensure the validity of findings. Results: The findings revealed that dietary interventions, particularly those emphasizing adherence to structured diets like the Mediterranean diet, consistently led to significant improvements in health markers, including reductions in LDL cholesterol and body fat percentage. Interventions combining dietary modifications with physical activity yielded comprehensive benefits, such as weight loss and improved dietary adherence. However, variability in study designs, sample sizes, and contextual factors limited the generalizability of results. Many studies lacked follow-up data to assess the long-term sustainability of health outcomes. Conclusion: Workplace nutrition interventions promote employee health, especially when combining dietary and physical activity components. However, challenges such as methodological heterogeneity, short-term focus, and limited exploration of demographic and contextual factors must be addressed. Future research should prioritize standardized methodologies, conduct longitudinal assessments, and implement tailored interventions that consider workforce diversity and workplace culture. These findings provide actionable insights for policymakers and employers seeking to design sustainable workplace health initiatives that enhance employee well-being and organizational productivity.
... Past research on situational interest has primarily focused on learning and performance outcomes. It has been linked to enhanced academic performance across subjects and settings, including higher education, sports, and technology-based learning environments (Kolovelonis and Goudas, 2023;Roure and Dieu, 2023;Roure and Lentillon-Kaestner, 2022;Sun et al., 2023). Furthermore, situational interest tends to increase engagement and motivation, leading to greater effort and persistence in tasks (Ainley, 2006). ...
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Introduction This study introduces situational interest as a new factor influencing both hedonic and eudaimonic well-being in outdoor tourism settings. It explores how different dimensions of situational interest drive well-being and the mediation mechanisms involved. Methods Data were collected from 642 respondents through an online self-report questionnaire on the Credamo platform. Structural equation modeling was used to analyze the relationships between situational interest dimensions, well-being outcomes, and mediating factors. Results The results show that instant enjoyment directly enhances hedonic well-being. Novelty has a direct effect on hedonic well-being and an indirect effect on eudaimonic well-being. Attention demand influences hedonic well-being both directly and indirectly. Challenge and exploration intention indirectly promote eudaimonic well-being through the satisfaction of autonomy needs. Discussion By uncovering the distinct pathways through which situational interest affects well-being, this study deepens our understanding of how outdoor tourism experiences can foster both immediate enjoyment and long-term personal growth. These findings provide practical insights for designing tourism activities that enhance tourists’ overall well-being.
... Particularly beneficial is exercise comprised of complex movement patterns (Shi et al., 2022) performed at moderate to vigorous intensity (Hsieh et al., 2021;Wang et al., 2023). Exercise combining complex movement patterns with cognitively challenging tasks has been demonstrated as especially effective (e.g., Kolovelonis et al., 2022;Kolovelonis & Goudas, 2023). Despite the extensively researched exercise-cognition benefits, there is a need for more translational research to determine how these findings can be effectively applied to develop exercise interventions that bring about significant improvements in EF among college students. ...
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Background: Executive functions (EF), which encompass inhibitory control, working memory, and cognitive flexibility, are essential for managing daily activities. These functions are particularly crucial for the academic success of post-secondary students. Accordingly, this study implemented a 9-week exercise intervention specifically designed to enhance EF in post-secondary students. Purpose: The primary objectives were to assess the effectiveness of the exercise intervention on EF and to provide insights for future program development. Methods: Thirty-one students participated in the study, which utilized a waitlist comparison group design. Participants engaged in a 9-week exercise program with three structured sessions per week aimed at enhancing EF. Preliminary ANOVAs were conducted to analyze participant characteristics and physical activity measures. ANCOVAs, with age, gender, and body mass index as covariates, were used to test the exercise intervention’s effect on inhibitory control, working memory, and cognitive flexibility. Results: The results indicated small, albeit statistically non-significant effects of the exercise intervention on inhibitory control (ηp2 = 0.052, p = 0.262) and working memory (ηp2 = 0.013, p = 0.579). Conclusion: The study provides guidance for future research and practical advice for post-secondary institutions looking to support students’ academic success through similar initiatives. Recommendations include extending the exercise intervention length to 17 to 22 weeks, promoting adherence by incorporating elements of the transtheoretical model for behaviour change and self-determination theory, maximizing time spent on cognitively demanding tasks during exercise sessions, and targeting students who would benefit the most, such as those who are sedentary, from disadvantaged backgrounds, or with learning impairments.
... The methodological quality assessment revealed that 8 studies were rated as strong quality (32)(33)(34)(35)(36)(37)(38)(39), and 7 studies as moderate quality (25,36,(40)(41)(42)(43)(44) ( Table 1). Most studies demonstrated strong ratings in data collection methods and withdrawals/dropouts (93.3%), followed by study design (80%) and confounders (60%). ...
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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.
... To conclude, our results suggest that a combination of both physical exercise and cognitive games on the Interactive Floor resulted in greater improvement in cognitive abilities in children than aerobic exercise or physical education lessons. There is agreement [104][105][106] that educational games designed with a "moving with thought" approach are particularly effective in promoting both physical health and cognitive development in children. These games not only increase energy expenditure but also immerse children in cognitively challenging situations. ...
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Background/Objectives: Considering the importance of physical activity on the development of cognitive functions in children, the aim of this study was to assess the effects of a ten-week training program using the Interactive Floor device (© Funtronic), i.e., a kinesthetic educational game, and aerobic activity training on executive functions in 9-year-old children. Given current knowledge of the advantages of gamification and on-task switching, stronger improvement was expected for the Interactive Floor device than aerobic exercise activities. Methods: Sixty-four children (29 boys/35 girls) were randomly assigned to the Interactive Floor (n = 22), Aerobic Training (n = 22), or Control groups (n = 20). The participants had their cognitive abilities assessed twice (pre- and post-intervention) using computer tests from the Vienna Test System (VTS) and subtests from the Wechsler Intelligence Scale for Children® Fifth Edition (WISC®-V). From VTS, the Stroop Test was used to measure inhibition and attentional control, while the Corsi Block test assessed visuospatial short-term working memory. To assess auditory working memory, the Digit Span subtest from the WISC®-V was applied. Additionally, fluid intelligence was estimated using Raven’s Progressive Matrices. Results: Repeated-measures mixed ANOVA and post hoc tests with Bonferroni correction for multiple comparisons showed that all intervention program groups improved in terms of intelligence and non-verbal abstract reasoning. The second significant finding in this study was that especially children from the Interactive Floor group developed their executive functions, i.e., inhibition and attentional control as well as their spatial short-term memory capacity. Conclusions: The results suggest that a combination of both physical exercise and cognitive games in the Interactive Floor group resulted in greater improvement in cognitive abilities in children than aerobic exercise or physical education lessons. It seems that a multidisciplinary approach combining physical and cognitive stimulation effectively promotes child development. Future programs aiming to improve cognitive skills in children should consider incorporating interactive and engaging activities that stimulate both the body and the mind.
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En el entorno escolar los jóvenes muestran un elevado nivel de sedentarismo. Se ha demostrado que la actividad física es beneficiosa para mejorar la calidad de vida de los estudiantes. Asimismo, la actividad física con retos cognitivos y la aplicación de descansos activos son herramientas eficaces para trabajar el desarrollo cognitivo de los estudiantes en el centro educativo. El objetivo general de este estudio ha sido el de analizar y comparar el efecto de las intervenciones basadas en descansos activos y las tareas físicas con demandas cognitivas para mejorar las funciones ejecutivas. La búsqueda de investigaciones se ha llevado a cabo en Web of Science, ERIC, Scopus, PsycINFO, Pubmed y Cochrane Library desde mayo hasta agosto de 2024. Se han tenido en cuenta los estudios que han aplicado un programa de actividad física con demandas cognitivas o descansos activos y que hayan seguido un diseño de ensayo controlado aleatorizado o ensayo controlado. La síntesis cuantitativa ha quedado formada por 22 estudios. Se han establecido dos variables moderadoras: actividades físicas con demandas cognitivas y aplicación de descansos activos. La aplicación de actividades físicas con demandas cognitivas ha sido más efectiva para trabajar la flexibilidad cognitiva (g = 1.47, IC = [0.70, 2.25]), fluidez (g = 1.71, IC = [1.16, 2.27]) y actualización (g = 1.05, IC = [−0.96, 3.06]). La aplicación de descansos activos ha sido más eficiente para el trabajo de la atención (g = 0.74; IC = [0.01, 1.47]), inhibición (g = 1.24, IC = [0.56, 1.92]) y memoria de trabajo (g = 1.00, IC = [−0.54, 2.55]). Se ha concluido que la presencia de carga cognitiva en las actividades físicas escolares condiciona el trabajo de diferentes funciones ejecutivas.
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In the school environment, young people show a high level of sedentary behaviour. Physical activity has been shown to be beneficial in improving students' quality of life. Moreover, physical activity with cognitive challenges and the implementation of active breaks are effective tools to work on the cognitive development of students in the school environment. The overall aim of this study was to analyse and compare the effect of interventions based on active breaks and cognitively challenging physical tasks to improve executive functions. The search for research was carried out in Web of Science, ERIC, Scopus, PsycINFO, Pubmed and Cochrane Library from May to August 2024. It has been considered studies that applied a physical activity programme with cognitive demands or application of active breaks and that used a randomised controlled trial or controlled trial design. The quantitative synthesis consisted of 22 studies. Two moderating variables were established: physical activities with cognitive demands and the use of active breaks. The application of physical activities with cognitive demands was more effective for working on cognitive flexibility (g = 1.47; CI = [0.70; 2.25]), fluency (g = 1.71; CI = [1.16; 2.27]) and updating (g = 1.05; CI = [-0.96; 3.06]). The application of active breaks was more efficient for attention work (g = 0.74; CI = [0.01; 1.47]), inhibition (g = 1.24; CI = [0.56; 1.92]) and working memory (g = 1.00; CI = [-0.54; 2.55]). It has been concluded that the presence of cognitive load in school physical activities condition the work of different executive functions.
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Σκοπός του άρθρου είναι να παρουσιάσει πρακτικές εφαρμογές των παιχνιδιών φυσικής δραστηριότητας (ΦΔ) και γνωστικής πρόκλησης με στόχο την ανάπτυξη των εκτελεστικών λειτουργιών των μαθητών/τριών στο μάθημα της φυσικής αγωγής (ΦΑ). Αρχικά παρουσιάζεται το πλαίσιο ανάπτυξης των παιχνιδιών αυτών που στηρίζεται στη νέα τάση στον σχεδιασμό προγραμμάτων ΦΔ που δίνει έμφαση όχι μόνο στην ενίσχυση της ΦΔ των μαθητών/τριών αλλά και στη γνωστική τους ανάπτυξη μέσω της κίνησης. Έπειτα αναλύεται η έννοια των εκτελεστικών λειτουργιών και παρουσιάζονται οι βασικές αρχές μέσω των οποίων μπορούν να αναπτυχθούν. Στη συνέχεια δίνεται έμφαση στα παιχνίδια ΦΔ και γνωστικής πρόκλησης και παρουσιάζονται ερευνητικά δεδομένα για την αποτελεσματικότητά τους. Το άρθρο ολοκληρώνεται με την παρουσίαση πρακτικών εφαρμογών που περιλαμβάνουν οδηγίες προς τους εκπαιδευτικούς ΦΑ για το πώς μπορούν να χρησιμοποιήσουν τα παιχνίδια ΦΔ και γνωστικής πρόκλησης στο μάθημά τους αλλά και πρακτικές κατευθύνσεις με συγκεκριμένα παραδείγματα, τα οποία βασίζονται στις τρεις βασικές αρχές γνωστικής εμπλοκής, για το πώς θα ενισχύσουν τη γνωστική ανάπτυξη των μαθητών/τριών τους στο μάθημα της ΦΑ.
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Background This systematic review and meta-analysis aim to evaluate the effects of cognitively engaging Physical Activity (PA) interventions on Executive Function (EF) in children and adolescents. It examines how different intervention modalities, durations, frequencies, and session lengths influence these effects. Methods We followed the PRISMA guidelines and searched PubMed, SPORTDiscus, Embase, and Web of Science for relevant studies. Studies were included if they were Randomized Controlled Trials (RCTs) focusing on PA with cognitive elements targeting EF in healthy children and adolescents. Data were extracted and effect sizes computed using Standardized Mean Differences (SMDs). Results From an initial 1,635 articles, 23 studies with 2,857 participants were included. The overall effect of cognitively engaging PA on EF was significant (SMD = 0.32, 95% CI 0.14–0.51), with notable improvements in inhibitory control (SMD = 0.35) and working memory (SMD = 0.34). High heterogeneity was observed (I² = 91.1%). Moderator analyses revealed that interventions lasting more than 6 weeks, with sessions over 20 min and conducted more than twice a week, were particularly effective. Conclusion Cognitively engaging PA interventions positively impact EF in children and adolescents, particularly in inhibitory control. Effective interventions are characterized by longer duration, higher frequency, and extended session lengths. These findings underscore the importance of integrating cognitive challenges within PA programs to enhance EF, warranting future research and practical applications in educational and developmental settings.
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Background: In this study, the effect of interest in physical education class on school satisfaction and school burnout and the mediating role of positive feedback in this relationship were examined. Methods: A total of 652 middle school students, 45.859% (n=299) male and 54.141% (n=353) female, participated in the study. The scales of interest in physical education class, school satisfaction, school burnout, and perceived teacher feedback were used in the study. The mediation effects of the model in the study were conducted through JASP 0.18.3 statistical program. Results: The findings of the study revealed that interest in physical education positively and significantly predicted students' school satisfaction and negatively and significantly predicted burnout. Positive feedback was found to mediate the relationship between interest in physical education class, school satisfaction and school burnout. These findings suggest that interest in physical education class has a positive effect on school satisfaction and also has a role in reducing school burnout. In addition, research findings show that positive feedback from teachers plays an important role in the relationship between interest in physical education class and school satisfaction and burnout. Ethics approval number: 14/13, date of registration: 23/11/2023 Conclusion: It can be stated that physical education teachers' positive feedback to students has a predictive role in reducing school burnout and increasing school satisfaction.
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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 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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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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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.
Article
Over the last decade, a growing body of research has examined the link between physical activity, fitness, and cognitive function in children and adolescents. Physical activity experimental research conducted with children and adolescents has identified selectively greater effects for tasks requiring higher order executive functions. As such, the primary aim of our chapter is to provide an overview of findings from systematic reviews and meta-analyses that have examined the effects of physical activity on measures of executive function in child and adolescent populations. We begin our chapter with definitions of key concepts associated with physical activity, fitness and cognitive function. We then provide a synthesis of systematic reviews and meta-analyses that have examined the acute and chronic effect of physical activity on EFs. Following this, we discuss the quantitative (e.g., time, intensity) and qualitative (e.g., type) characteristics of physical activity that may moderate effects. The next section focuses on the neurobiological, psychosocial and behavioral mechanisms responsible for the effect of physical activity on executive functions. We conclude by highlighting the limitations of the existing evidence base and providing recommendations for future research.
Article
Objective To determine the effects of interventions aimed at optimising the quantity and quality of physical education (PE) on cognition and academic performance in children and adolescents. Design A systematic review and meta-analysis. Data sources Studies from electronic databases from inception to 3 January 2021 were identified. Eligibility criteria for selecting studies Experimental studies that assessed the effect of quantity-based (ie, increasing the amount of curriculum time allocated to PE) or quality-based (ie, increasing students’ participation in physical activity during PE) PE interventions, or both, on changes in cognition and/or academic performance in youth (aged 5–18 years) were included. Results 19 trials comprising 8676 youth (46.5% girls) were included. Individual quality-based PE interventions increased cognition performance (Hedges’ g=0.38, 95% CI 0.15 to 0.60; I 2=83.70%), mainly in primary education settings (g=0.48, 95% CI 0.07 to 0.89; I 2=90.43%). Academic performance, principally mathematics-related skills, was also increased by quality-based PE interventions (g=0.15, 95% CI 0.06 to 0.24; I 2=41.75%). Among these interventions, teaching strategies favoured similar results, but without heterogeneity in the results (g=0.12, 95% CI 0.05 to 0.18; I 2=0%). In contrast, quantity-based PE interventions had a very small and non-significant effect on academic performance (g=0.09, 95% CI −0.05 to 0.24; Q=11.65; I 2=48.48%). Finally, there were no differences between the three PE interventions (ie, quantity, quality, and combined PE interventions) in regard to academic performance. Conclusion Improving the quality of PE classes may improve students’ cognition and academic performance in children and adolescents. Importantly, allocating more time for PE does not seem to compromise this performance.
Article
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.