Thursday, July 1, 2010

Research Analysis #1: Using the Wii in Physical Education

The Nintendo Wii (and its accompanying Wii Sports and Wii Fit games suites) simulates numerous physical activities. In recent years, the Wii has begun to appear in educational contexts. As a future PE teacher, I was interested in use of the Wii for physical education (PE) purposes. My initially broad investigations researched whether the Wii had been used in PE to date. Further inquiries led to more specific target questions such as whether the Wii could be a worthy substitute for ‘regular’ PE. Ultimately, my investigations led me to address the question: In what ways (if any) can the Wii be a beneficial tool in Physical Education?

Initial investigations revealed that the Wii had been introduced in PE classes in a number of schools around the English speaking world (including Australia, England, and the USA). Chalk’s (2008) article in online magazine ‘The Escapist’ reported that the UK government had approved a program to introduce the Wii for PE programs across the country. This year The Daily Telegraph reported that a number of NSW schools were offering the Wii as an option in PE classes (Mayoh, 2010).

These reports show that the Wii is being embraced by the education sector. However, this does not certify that the Wii is effective. It appears as though these schools/organisations may have made the decision to use the Wii with little empirical evidence to support the notion that it is actually beneficial. My research found few reputable studies in this new field. Evidently, this is something that will need to be addressed before any solid conclusions can be drawn as to the Wii’s efficacy in a PE context.

Though few studies have been undertaken so far, one report that did give an indication of the validity of the Wii as a substitute for other forms of physical activity was released by the American Council on Exercise (ACE) last year. The press release by the ACE reported that in all cases performing the actual activity yielded much greater calorie expenditure than performing the virtual equivalent (ACE, 2009). Results also revealed that the Wii Sports suite provided opportunities for greater calorie expenditure than the Wii Fit suite. A small number of other studies have supported the suggestion that Wii Sports’ boxing activity provides the most vigorous physical activity and most closely replicates the activity levels of the actual sport (Baumann, 2007; Trout and Christie, 2009).

These results seem to suggest that the Wii may not be valuable in the realm of physical activity levels. Nevertheless, the console could prove useful for other purposes. Hayes and Silberman (2007) listed a number of potential benefits of using video game consoles for educational purposes. Using the military as an example of how simulations can help improve performance of the actual task (i.e. flight simulators), they argued that this same principle can be applied to video game consoles in schools (Hayes and Silberman, 2007). This means that although the Wii cannot replicate the physical activity levels of the ‘real’ sports, it may help students develop the motor and other skills needed to successfully play a given sport. Further research is needed to determine whether the Wii successfully simulates elements of sports other than physical activity levels.

In a classroom context, it should be noted that the Wii can only be used by a maximum of 4 students at a time. This means a significant drop in student participation levels when contrasted with traditional outdoor PE. Student engagement is also at risk of plummeting if the majority of students are inactive during much of the lesson.

Although the Wii seemingly cannot provide a suitable replacement for outdoor physical activity in terms of providing vigorous exercise, it may have other benefits. For example, it may have the ability to aid students in learning, improving, and refining their skills in a given sport. It could also be a useful tool in teaching students the basic rules and concepts of a new sport before they move outdoors and attempt to learn the practical skills of that sport. The Wii can provide an alternative for outdoor sports on rainy days. Furthermore, the Wii has the potential to aid students with disabilities to gain skills in sports that may otherwise be beyond their capabilities. Using this technology in PE classes may also help to improve student ICT literacy.

This is a relatively new field in the sphere of ICT in education. Studies focusing on the topics mentioned above will greatly increase people’s awareness of the benefits and shortcomings of this technology. This will ideally lead to the Wii being used more effectively in educational contexts.


References

American Council On Exercise (2009, November 11). Test Results Reported on Fitness Benefits of Nintendo's Wii Fit and PC-Based Exergame, Dancetown. Retrieved from http://www.acefitness.org/pressroom/442/test-results-reported-on-fitness-benefits-of/

Baumann, M. (2007). Slimming Down with Wii Sports. Information Today, Apr2007, 24(4), p.47.

Chalk, A. (2008, January 30). U.K. Government Endorses Wii For Physical Education Programs. The Escapist. Retrieved from http://www.escapistmagazine.com/news/view/81028-U-K-Government-Endorses-Wii-For-Physical-Education-Programs

Hayes, E. & Silberman, L. (2007). Incorporating Video Games into Physical Education. The Journal of Physical Education, Recreation & Dance, March 2007, 78(3), p.18-24.

Mayoh, L. (2010, April 4). This is the future of sport in schools - Wii instead of PE. The Daily Telegraph. Retrieved from http://www.dailytelegraph.com.au/news/this-is-the-future-of-sport-in-schools-wii-instead-of-pe/story-e6freuy9-1225849277763

Trout, J. & Christie, B. (2009). Do Interactive Video Games Stimulate Enough Activity? JOPERD: The Journal of Physical Education, Recreation & Dance, Aug2009, 80(6), p.3.

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