The effects of active video games and selected movement games on physical literacy components and self-concept in 8-12-year-old children

Document Type : Research Paper

Authors

1 Department of Behavioral and Cognitive Sciences in Sport, Faculty of Sport Science and Health, University of Tehran, Tehran, Iran

2 Education Organization of Isfahan

10.22059/sshr.2024.370452.1118

Abstract

Background: Rapid modern world changes have impacted efforts to educate children with abilities and skills suitable for societal goals.
Aime: The aim of the study was to investigate the effects of active video games and selected movement games on children’s physical literacy and self-concept.
Materials and Methods: Sixty 8-12-year-old children from Ahvaz City were selected and assigned into 3 experimental and one control groups. Physical literacy and self-concept were assessed in pretest. The active video game group played Xbox Kinect bowling, athletics, tennis, soccer, volleyball, basketball games. The selected movement game group played researcher-designed games. The mixed game group engaged in both activities over 12 video and 12 movement game sessions for 8 weeks, with 30-minute per session. Data were analyzed by ANOVA and Student t-test.
Results: The results showed that active video games and selected movement games influenced children’s physical literacy and self-concept. Further, significant differences were found between the experimental groups' physical literacy and self-concept outcomes. The selected movement game and mixed game groups performed better in these measures than other groups.
Conclusion: Results suggest parents and teachers consider implementing the selected movement games and active video games to bolster physical literacy and self-concept in children.

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