Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers

<p>This study aimed to determine the levels of perceived acceptance and intention to use</p><p>exergames as a teaching aid among pre-service physical education teachers. This study</p><p>was based on a quantitative approach involv...

Full description

Saved in:
Bibliographic Details
Main Author: Usiku, Gemma Ndatoromba Innocencia
Format: thesis
Language:eng
Published: 2022
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=9046
Tags: Add Tag
No Tags, Be the first to tag this record!
id oai:ir.upsi.edu.my:9046
record_format uketd_dc
institution Universiti Pendidikan Sultan Idris
collection UPSI Digital Repository
language eng
topic LB Theory and practice of education
spellingShingle LB Theory and practice of education
Usiku, Gemma Ndatoromba Innocencia
Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
description <p>This study aimed to determine the levels of perceived acceptance and intention to use</p><p>exergames as a teaching aid among pre-service physical education teachers. This study</p><p>was based on a quantitative approach involving an online survey method. The</p><p>conceptual framework of this study was based on the Technology Acceptance Model</p><p>(TAM) involving perceived compatibility as an additional variable. The study sample</p><p>consisted of 103 Physical Education students, comprising 53 males and 50 females, of</p><p>Sultan Idris Education University, who were selected through purposive sampling.</p><p>Ordinal Logistic Regression, Spearman Rank Correlation, and Chi Square Goodnessof-</p><p>Fit were used to analyse the data using SPSS version 23.0. The findings of the</p><p>analysis showed there were significant relationships between intention to use and the</p><p>independent variables, namely perceived usefulness, perceived ease of use, and</p><p>perceived compatibility. In conclusion, the intention to use exergames among the</p><p>respondents had significant correlations with perceived usefulness, perceived ease of</p><p>use, and perceived compatibility of the application. As such, these findings have an</p><p>implication in that pre-service physical education teachers who perceive exergames as</p><p>a useful, easy to use, and compatible teaching aid will have a strong intention to use it</p><p>in their teaching practices.</p>
format thesis
qualification_name
qualification_level Master's degree
author Usiku, Gemma Ndatoromba Innocencia
author_facet Usiku, Gemma Ndatoromba Innocencia
author_sort Usiku, Gemma Ndatoromba Innocencia
title Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
title_short Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
title_full Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
title_fullStr Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
title_full_unstemmed Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
title_sort perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2022
url https://ir.upsi.edu.my/detailsg.php?det=9046
_version_ 1776104590224130048
spelling oai:ir.upsi.edu.my:90462023-06-14 Perceived acceptance and intention to use exergames as a teaching aid among phyical education pre-service teachers 2022 Usiku, Gemma Ndatoromba Innocencia LB Theory and practice of education <p>This study aimed to determine the levels of perceived acceptance and intention to use</p><p>exergames as a teaching aid among pre-service physical education teachers. This study</p><p>was based on a quantitative approach involving an online survey method. The</p><p>conceptual framework of this study was based on the Technology Acceptance Model</p><p>(TAM) involving perceived compatibility as an additional variable. The study sample</p><p>consisted of 103 Physical Education students, comprising 53 males and 50 females, of</p><p>Sultan Idris Education University, who were selected through purposive sampling.</p><p>Ordinal Logistic Regression, Spearman Rank Correlation, and Chi Square Goodnessof-</p><p>Fit were used to analyse the data using SPSS version 23.0. The findings of the</p><p>analysis showed there were significant relationships between intention to use and the</p><p>independent variables, namely perceived usefulness, perceived ease of use, and</p><p>perceived compatibility. In conclusion, the intention to use exergames among the</p><p>respondents had significant correlations with perceived usefulness, perceived ease of</p><p>use, and perceived compatibility of the application. As such, these findings have an</p><p>implication in that pre-service physical education teachers who perceive exergames as</p><p>a useful, easy to use, and compatible teaching aid will have a strong intention to use it</p><p>in their teaching practices.</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=9046 https://ir.upsi.edu.my/detailsg.php?det=9046 text eng closedAccess Masters Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>Acarli, D. S., & Salam, Y. (2015). Investigation of Pre-service Teachers Intentions to Use of</p><p>Social Media in Teaching Activities within the Framework of Technology Acceptance Model. Procedia -</p><p>Social and Behavioral Sciences, 176, 709713. https://doi.org/10.1016/j.sbspro.2015.01.530</p><p></p><p></p><p>Adams, M. A., Marshall, S. J., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J., & Norman, G. J.</p><p>(2009). A theory-based framework for evaluating exergames as persuasive technology. 1.</p><p>https://doi.org/10.1145/1541948.1542006</p><p></p><p></p><p>Adedoja, G., & Morakinyo, D. A. (2014). Mobile Learning Platform Programme and Pre-service</p><p>Teachers Behaviour Towards Mobile Instruction Using Technology Acceptance Model. Journal of</p><p>Educational Research and Reviews, 2(2), 1217.</p><p>http://www.sciencewebpublishing.net/jerr/archive/2014/February/pdf/Gloria and Daniel.pdf</p><p></p><p></p><p>Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behaviour.</p><p>Englewood Cliffs, NJ: Prentice-Hall.</p><p></p><p></p><p>Ajzen, I. (1985). From intentions to actions: A theory of planned behavior. In In J. Kuhl & J.</p><p>Beckmann (Eds.), Action control (pp. 1139). New York, NY: Springer.</p><p>https://dx.doi.org/10.1007/978-3-642- 69746-3_</p><p></p><p></p><p>Alexander, B., Ashford-Rowe, K., Barajas-Murphy, N., Dobbin, G., Knott, J., McCormack, M.,</p><p>Pomerantz, J., & Seilhamer, R. (2019). Horizon Report 2019.</p><p></p><p></p><p>Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based</p><p>augmented reality games: A study on Pokmon GO. Computers in Human Behavior, 93, 114122.</p><p>https://doi.org/10.1016/j.chb.2018.12.008</p><p></p><p></p><p>Almusawi, H. A., Durugbo, C. M., & Bugawa, A. M. (2021). Innovation in physical education:</p><p>Teachers perspectives on readiness for wearable technology integration. Computers and </p><p>Education, 167(January), 104185.</p><p>https://doi.org/10.1016/j.compedu.2021.104185</p><p></p><p></p><p>Amorim, M. G. S., de Oliveira, M. D., Soares, D. S., da Silva Borges, L., Dermargos, A., &</p><p>Hatanaka, E. (2018). Effects of exergaming on cardiovascular risk factors and adipokine levels in</p><p>women. Journal of Physiological Sciences, 68(5), 671 678.</p><p>https://doi.org/10.1007/s12576-017-0581-5</p><p></p><p></p><p>Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious</p><p>Games in Education. International Journal of Advances in Scientific Research and </p><p>Engineering, 4(12), 139144. https://doi.org/10.31695/ijasre.2018.33016</p><p></p><p></p><p>Andrade, A., Mayron da Cruz, W., Correia, C. K., Goya Santos, A. L., & Bevilacqua,</p><p>G. G. (2020). Effect of practice exergames on the mood states and self-esteem of elementary school</p><p>boys and girls during physical education classes: A cluster- randomized controlled natural</p><p>experiment. PLoS ONE, 15(6), 118. https://doi.org/10.1371/journal.pone.0232392</p><p></p><p></p><p>Baranowski, T. (2016). Pokmon Go, go, go, gone? Games for Health Journal, 5(5), 293294.</p><p>https://doi.org/10.1089/g4h.2016.01055.tbp</p><p></p><p></p><p>Baranowski, T., & Lyons, E. J. (2019). Scoping Review of Pokmon Go: Comprehensive Assessment of</p><p>Augmented Reality for Physical Activity Change. Games for Health Journal, 9(1).</p><p>https://doi.org/10.1089/g4h.2019.0034</p><p></p><p></p><p>Barkley, J. E., Lepp, A., & Glickman, E. L. (2017). pokmon Go! May Promote Walking, Discourage</p><p>Sedentary Behavior in College Students. Games for Health Journal, 6(3), 165170.</p><p>https://doi.org/10.1089/g4h.2017.0009</p><p></p><p></p><p>Behrenshausen, B. G. (2007). Games and Culture Toward a ( Kin ) Aesthetic The Case of Dance Dance</p><p>Revolution. Games and Culture, 2(4), 335354.</p><p></p><p></p><p>Benzing, V. (2020). Exergaming-a physical activity intervention to benefit children with ADHD? (PhD</p><p>Academy Award). British Journal of Sports Medicine, 54(15), 930931.</p><p>https://doi.org/10.1136/bjsports-2019-101920</p><p></p><p></p><p>Benzing, V., & Schmidt, M. (2018). Exergaming for Children and Adolescents: Strengths, Weaknesses,</p><p>Opportunities and Threats. Journal of Clinical Medicine,</p><p>7(11), 422. https://doi.org/10.3390/jcm7110422</p><p></p><p>Best, J. R. (2014). Exergaming in Youth : Effects on Physical and Cognitive Health. Zeitschrift</p><p>Fr Psychologie, 221(2), 7278. https://doi.org/10.1027/2151- 2604/a000137.</p><p></p><p></p><p>Bhaduri, I., & Bhaduri, S. (2014). Re-Inventing Assessment for Understanding Learning. Iceri2014:</p><p>7Th International Conference of Education, Research and Innovation, 1, 58825885.</p><p></p><p></p><p>Bourgonjon, J., Valcke, M., Soetaert, R.,Schellens, T. (2009). Exploring the acceptance of video</p><p>games in the classroom by secondary school students. Proceedings of the 17th International</p><p>Conference on Computers in Education, ICCE 2009, 651658.</p><p></p><p></p><p>Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013).</p><p>Acceptance of game-based learning by secondary school teachers. Computers and </p><p>Education, 67, 2135. https://doi.org/10.1016/j.compedu.2013.02.010</p><p></p><p></p><p>Chastin, S. F. M., Ferriolli, E., Stephens, N. A., Fearon, K. C. H., & Greig, C. (2012).</p><p>Relationship between sedentary behaviour, physical activity, muscle quality and body composition in</p><p>healthy older adults. Age and Ageing, 41(1), 107111. https://doi.org/10.1093/ageing/afr110</p><p></p><p></p><p>Creswell, J. W. (2013). Reserach Design Qualitative, Quantitative, and Mixed Methods Approaches</p><p>(4th ed.). SAGE Publications Ltd.</p><p></p><p></p><p>DanceDanceRevolution. (2022). InWikipedia.</p><p>https://en.wikipedia.org/wiki/Dance_Dance_Revolution</p><p></p><p></p><p>Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of</p><p>information technology. MIS Quarterly: Management Information Systems, 13(3), 319339.</p><p>https://doi.org/10.2307/249008</p><p></p><p></p><p>Davis, F. D. (1993). User Acceptance of Information Technology: System Characteristics,</p><p>User Perceptions and Behavioral Impacts. International Journal of Man-Machine Studies, </p><p> 38(3), 475487.</p><p>https://doi.org/https://doi.org/10.1006/imms.1993.1022</p><p></p><p>Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A</p><p>Comparison of Two Theoretical Models. Management Science, 35(8), 9821003.</p><p>https://doi.org/10.1287/mnsc.35.8.982</p><p></p><p></p><p>Davis, F. D., & Venkatesh, V. (1996). A Critical Assessment of Potential Measurement Biases In The</p><p>Technology Acceptance Model: Three Experiments. International Journal of Human Computer </p><p>Studies, 45(1), 1945. https://doi.org/10.1006/ijhc.1996.0040</p><p></p><p></p><p>Dele-Ajayi, O., Strachan, R., Anderson, E. V., & Victor, A. M. (2019). Technology- Enhanced</p><p>Teaching: A Technology Acceptance Model to Study Teachers Intentions to Use Digital Games in the</p><p>Classroom. Proceedings - Frontiers in Education Conference, FIE, 2019-Octob(March </p><p>2020). https://doi.org/10.1109/FIE43999.2019.9028527</p><p></p><p></p><p>Dele-Ajayi, O., Strachan, R., Sanderson, J., & Pickard, A. (2017). A modified TAM for predicting</p><p>acceptance of digital educational games by teachers. IEEE Global Engineering Education </p><p>Conference, EDUCON, 961968. https://doi.org/10.1109/EDUCON.2017.7942965</p><p></p><p></p><p>Denham, A. R., Mayben, R., & Boman, T. (2016). Integrating Game-Based Learning Initiative:</p><p>Increasing the Usage of Game-Based Learning Within K-12 Classrooms Through Professional Learning</p><p>Groups. TechTrends, 60(1), 7076. https://doi.org/10.1007/s11528-015-0019-y</p><p></p><p></p><p>Dimock, M. (2019, January 17). Defining generations: Where millennials end and generation Z begins.</p><p>Pew Research Center. Retrieved October 23, 2019, from</p><p>https://www.pewresearch.org/fact-tank/2019/01/17/where-millennials-end-and- generation-z-begins/</p><p></p><p></p><p>Dornbush,J., & Sirani, J. (2020). Update: Comparing the Price of Every Game Console, With</p><p>Inflation. https://sea.ign.com/playstation-4-neo/108545/news/update-</p><p>comparing-the-price-of-every-game- console-with-inflation</p><p></p><p></p><p>Ennis, C. D. (2013). Implications of exergaming for the physical education curriculum in the 21st</p><p>century. In Journal of Sport and Health Science (Vol. 2, Issue 3, pp.</p><p>152157). Elsevier. https://doi.org/10.1016/j.jshs.2013.02.004</p><p></p><p>Erdfelder, E., FAul, F., Buchner, A., & Lang, A. G. (2009). Statistical power analyses using</p><p>G*Power 3.1: Tests for correlation and regression analyses. Behavior Research Methods, 41(4),</p><p>11491160. https://doi.org/10.3758/BRM.41.4.1149</p><p></p><p></p><p>Etikan, I. (2016). Comparison of Convenience Sampling and Purposive Sampling. American Journal of</p><p>Theoretical and Applied Statistics, 5(1), 1. https://doi.org/10.11648/j.ajtas.20160501.11</p><p></p><p></p><p>Fairuz, Muhammad & Ismail, Syahirah & Marjudi, Suziyanti & Fahmi, Mohd & Mohamad Amran, Mohd Fahmi</p><p>& Abd Majid, Nur Amlya & Adnan, Zuraidy & Moziyana, N. (2018). Data Capture of Exergames using</p><p>Kinect Sensor for Gameplay Analysis. International Journal of Engineering & Technology, 124</p><p>127. https://doi.org/10.14419/ijet.v7i4.29.21954</p><p></p><p></p><p>Faul, F., Erdfelder, E., Lang, A. G., & Buchner, A. (2007). G*Power 3: A flexible statistical power</p><p>analysis program for the social, behavioral, and biomedical sciences. Behavior Research </p><p>Methods, 39(2), 175191. https://doi.org/10.3758/BF03193146</p><p></p><p></p><p>Field, A. (2013). Discovering statistics using IBM SPSS statistics (4th ed.). London, England:Sage.</p><p></p><p></p><p>Finco, M. D., & Maass, R. W. (2014). The history of exergames: Promotion of exercise and active</p><p>living through body interaction. SeGAH 2014 - IEEE 3rd International Conference on Serious Games</p><p>and Applications for Health, Books of Proceedings. https://doi.org/10.1109/SeGAH.2014.7067100</p><p></p><p></p><p>Gao, Z., & Zeng, N. (2016). Exergaming and obesity in youth: current perspectives. International</p><p>Journal of General Medicine, Volume 9, 275284. https://doi.org/10.2147/ijgm.s99025</p><p></p><p></p><p>Global Action Plan on Physical Activity 2018-2030:more active people for a healthier world. (2018).</p><p>Geneva: World Health Organization; 2018.Licence: CC BY-NC- SA 3.0 IGO.</p><p></p><p></p><p>Grani, A., & Maranguni, N. (2019). Technology acceptance model in educational context: A</p><p>systematic literature review. British Journal of Educational</p><p>Technology, 0(0). https://doi.org/10.1111/bjet.12864</p><p></p><p>Greenhalgh, T., & Peacock, R. (2005). Effectiveness and efficiency of search methods in systematic</p><p>reviews of complex evidence: audit of primary sources. BMJ (Clinical Research Ed.), , </p><p>331(7524), 10641065. https://doi.org/https://doi.org/10.1136/bmj.38636.593461.68</p><p></p><p></p><p>Hajar Halili, S. (2019). Technological Advancements in Education 4.0. The Online Journal of</p><p>Distance Education and E-Learning, 7(1), 6369. www.tojdel.net</p><p></p><p></p><p>Hashim, H. L., Kamaruddin, A., & Jantan, A. H. (2019). The Mobile Exergames Design Model to</p><p>Encourage Physical Activity for Sedentary Generation Z. 137141.</p><p>James. (2014). UBISOFT LAUNCHES JUST DANCE NOW WORLDWIDE.</p><p>https://www.itsmuchmore.com/ubisoft-launches-just-dance-now-worldwide/</p><p></p><p></p><p>Joo, Y. J., Park, S., & Lim, E. (2018). Factors Influencing Preservice Teachers Intention to Use</p><p>Technology. Journal of Educational Technology & Society, 21(3), 4859.</p><p>http://www.jstor.org/stable/26458506</p><p></p><p></p><p>Julianjatsono, R., Ferdiana, R., & Hartanto, R. (2016, February 23). Development and evaluation of</p><p>a low cost music based exergame using microsoft kinect. Proceedings of 2016 8th International</p><p>Conference on Information Technology and Electrical Engineering: Empowering Technology for Better</p><p>Future, ICITEE 2016. https://doi.org/10.1109/ICITEED.2016.7863261</p><p></p><p></p><p>K Rahming, A. (2018). Ubisoft Announces Just Dance 2019 for Switch, Wii U and Wii.</p><p>https://www.nintendoenthusiast.com/ubisoft-announces-just-dance-2019-for- switch-wii-u-and-wii/</p><p></p><p></p><p>Kari, T. (2017). Exergaming Usage: Hedonic and Utilitarian Aspects.</p><p></p><p></p><p>Kleinbaum, D. G., & Klein, M. (2010). Ordinal Logistic Regression. In Ordinal Logistic Regression.</p><p>In: Logistic Regression. Statistics for Biology and Health. (pp. 464488). Springer, New York, NY.</p><p>https://doi.org/10.1007/978-1-4419- 1742-3_13</p><p></p><p></p><p>Kohorst, M. A., Warad, D. M., Nageswara Rao, A. A., & Rodriguez, V. (2018). Obesity, sedentary</p><p>lifestyle, and video games: The new thrombophilia cocktail in adolescents. Pediatric Blood </p><p>and Cancer, 65(7), 14.</p><p>https://doi.org/10.1002/pbc.27041</p><p></p><p>Kooiman, B., & Sheehan, D. (2015). Exergaming theories: A literature review.</p><p>International Journal of Game-Based Learning, 5(4), 114.</p><p>https://doi.org/10.4018/IJGBL.2015100101</p><p></p><p></p><p>Kwok, D., & Yang, S. (2017). Evaluating the intention to use ICT collaborative tools in a social</p><p>constructivist environment. International Journal of Educational Technology in Higher Education,</p><p>14(1), 114. https://doi.org/10.1186/s41239- 017-0070-1</p><p></p><p></p><p>Laerd Statistics. (2015). Multiple regression using SPSS Statistics.</p><p>https://statistics.laerd.com</p><p></p><p></p><p>Laerd Statistics. (2020). Laerd Statistics.Spearmans Rank-Order Correlation.</p><p>https://statistics.laerd.com/statistical-guides/spearmans-rank-order-correlation-</p><p>statistical-guide.php</p><p></p><p></p><p>Lian, T. C., Bonn, G., Han, Y. S., Choo, Y. C., & Piau, W. C. (2016). Physical activity and its</p><p>correlates among adults in Malaysia: A cross-sectional descriptive study. PLoS ONE, 11(6), 114.</p><p>https://doi.org/10.1371/journal.pone.0157730</p><p></p><p></p><p>Lin, J.-H. (2015). Just Dance: The Effects of Exergame Feedback and Controller Use on Physical</p><p>Activity and Psychological Outcomes. Games for Health Journal, 4(3), 183189.</p><p>https://doi.org/10.1089/g4h.2014.0092</p><p></p><p></p><p>Lindberg, R., Seo, J., & Laine, T. H. (2016). Enhancing Physical Education with Exergames and</p><p>Wearable Technology. IEEE Transactions on Learning Technologies, 9(4), 328341.</p><p>https://doi.org/10.1109/TLT.2016.2556671</p><p></p><p></p><p>Lopes, A. D., Pereira, V. C., & Maciel, C. (2017). An analysis of deictic signs in computer</p><p>interfaces: contributions to the Semiotic Inspection Method. Journal of Visual Languages </p><p>and Computing, 40, 5164. https://doi.org/10.1016/j.jvlc.2017.01.001</p><p></p><p></p><p>Lozano-Snchez, A. M., Zurita-Ortega, F., Ubago-Jimnez, J. L., Puertas-Molero, P.,</p><p>Ramrez-Granizo, I., & Nez-Quiroga, J. I. (2018). Videogames, physical activity practice,</p><p>obesity, and sedentary habits in schoolchildren aged 10 to 12 years old in the province of</p><p>Granada. Retos, 35, 4246.</p><p>https://doi.org/10.47197/RETOS.V0I35.61865</p><p></p><p>Mamat, I., Yusoff, A. S. M., Abdullah, W. S. W., & Razak, F. Z. A. (2015). Factors contributing</p><p>Pre-school Trainees Teachers Adoption of Virtual learning Environment: Malaysian Evidence.</p><p>Turkish Online Journal of Educational Technology, 14(2), 7379.</p><p></p><p></p><p>Mansart, C., Sukitphittayanon, S., Pantongkhum, P., & Thaicharoen, S. (2016). Go Run Go: An Android</p><p>Game-Story Application for Aiding Motivation to Exercise. Proceedings - 2015 IEEE International</p><p>Symposium on Multimedia, ISM 2015, 407410. https://doi.org/10.1109/ISM.2015.49</p><p></p><p></p><p>Marquet, O., Alberico, C., & Hipp, A. J. (2018). Pokmon GO and physical activity among college</p><p>students. A study using Ecological Momentary Assessment. Computers in Human Behavior, </p><p> 81, 215222. https://doi.org/10.1016/j.chb.2017.12.028</p><p></p><p></p><p>Midi, H., Sarkar, S. K., & Rana, S. (2010). Collinearity diagnostics of binary logistic regression</p><p>model. Journal of Interdisciplinary Mathematics, 13(3), 253267.</p><p>https://doi.org/10.1080/09720502.2010.10700699</p><p></p><p></p><p>Moore,G.C., Benbasat, I. (1991). Development of an Instrument to Measure the Perceptions of</p><p>Adopting an Information Technology Innovation. Information Systems Research, 2(3), 192222.</p><p>https://doi.org/10.1080/13538320902995758</p><p></p><p></p><p>Ng, Y. L., Ma, F., Ho, F. K., Ip, P., & Fu, K. wa. (2019). Effectiveness of virtual and augmented</p><p>reality-enhanced exercise on physical activity, psychological outcomes, and physical</p><p>performance: A systematic review and meta-analysis of randomized controlled trials. Computers in</p><p>Human Behavior, 99(May), 278291. https://doi.org/10.1016/j.chb.2019.05.026</p><p></p><p></p><p>Ni, M. Y., Hui, R. W. H., Li, T. K., Tam, A. H. M., Choy, L. L. Y., Ma, K. K. W.,</p><p>Cheung, F., & Leung, G. M. (2019). Augmented reality games as a new class of physical activity</p><p>interventions? the impact of Pokmon Go use and gaming intensity on physical activity. Games</p><p>for Health Journal, 8(1), 16. https://doi.org/10.1089/g4h.2017.0181</p><p></p><p></p><p>Noraddin, E.M., Tse Kian, N. (2015). Three learning potentials in digital games: Perception of</p><p>Malaysian University teachers. In Journal of e-Learning and</p><p>Knowledge Society (Vol. 11, Issue n.2).</p><p></p><p>Nyberg, G., & Meckbach, J. (2017). Exergames as a teacher of movement education: exploring</p><p>knowing in moving when playing dance games in physical education. Physical Education and </p><p>Sport Pedagogy, 22(1), 114. https://doi.org/10.1080/17408989.2015.1112778</p><p></p><p></p><p>Osborne, J. W. (2015). Best practices in logistic regression. Los Angeles: Sage.</p><p></p><p></p><p>Osborne, J. W. (2017). Regression and linear modeling: Best practices and modern methods. Thousand</p><p>Oaks, CA: Sage.</p><p></p><p></p><p>Pedersen, S. J., Cooley, P. D., & Cruickshank, V. J. (2017). Caution regarding exergames: a skill</p><p>acquisition perspective. Physical Education and Sport Pedagogy, 22(3), 246256.</p><p>https://doi.org/10.1080/17408989.2016.1176131</p><p></p><p></p><p>Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. </p><p>Educational Psychologist, 50(4), 258283. https://doi.org/10.1080/00461520.2015.1122533</p><p></p><p></p><p>Prensky, B. M. (2001). Digital Natives , Digital Immigrants. 16.</p><p></p><p></p><p>Prensky, M. (2001). The Games Generations : How Learners Have Changed. In Digital Game-Based </p><p>Learning (Issue c, pp. 126). McGraw-Hill. http://www.marcprensky.com/writing/Prensky -</p><p>Ch2-Digital Game-Based Learning.pdf</p><p></p><p></p><p>Prieto, J. C. S., Miguelez, S. O., & Garca-Pealvo, F. J. (2015). Behavioral intention of use of</p><p>mobile technologies among pre-service teachers: Implementation of a technology adoption model based</p><p>on TAM with the constructs of compatibility and resistance to change. 2015 International Symposium</p><p>on Computers in Education, SIIE 2015, 120125. https://doi.org/10.1109/SIIE.2015.7451660</p><p></p><p></p><p>Ramrez-Granizo, I. A., Ubago-Jimnez, J. L., Gonzlez-Valero, G., Puertas-Molero, P., &</p><p>Romn-Mata, S. S. (2020). The effect of physical activity and the use of active video games:</p><p>Exergames in children and adolescents: A systematic review. International Journal of Environmental</p><p>Research and Public Health, 17(12), 1</p><p>10. https://doi.org/10.3390/ijerph17124243</p><p></p><p>Reategui, E., Mossmann, J. B., & Bittencourt, M. Z. (2016, October 13). Students attitudes in</p><p>relation to Exergame practices in physical education. 2016 8th International Conference on Games</p><p>and Virtual Worlds for Serious Applications, VS-Games 2016.</p><p>https://doi.org/10.1109/VS-GAMES.2016.7590369</p><p></p><p></p><p>Rogers, E. M. (1962). Diffusion of Innovations. The Free Press of Glencoe.</p><p></p><p></p><p>Rudolf, K., Bickmann, P., Frobse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics</p><p>and health behavior of video game and esports players in germany: The esports study 2019.</p><p>International Journal of Environmental Research and Public Health, 17(6).</p><p>https://doi.org/10.3390/ijerph17061870</p><p></p><p></p><p>Snchez-Mena, A., Mart-Parreo, J., & Alds-Manzano, J. (2018). Teachers intention to use</p><p>educational video games: The moderating role of gender and age. Innovations in Education and</p><p>Teaching International, 56(3), 318329. https://doi.org/10.1080/14703297.2018.1433547</p><p></p><p></p><p>Snchez-Prieto, J. C., Hernndez-Garca, ., Garca-Pealvo, F. J., Chaparro-Pelez, J., &</p><p>Olmos-Miguelez, S. (2019). Break the Walls! Second- Order Barriers and the Acceptance of</p><p>mLearning by First-Year Pre-Service Teachers. Computers in Human Behavior, 95, 158167.</p><p>https://doi.org/10.1016/j.chb.2019.01.019</p><p></p><p></p><p>Schwab, K. (2017). The fourth industrial revolution. Portfolio Penguin.</p><p></p><p></p><p>Schwarz, A., DeSmet, A., Cardon, G., Chastin, S., Costa, R., Grilo, A., Ferri, J., Domenech, J., &</p><p>Stragier, J. (2018). Mobile exergaming in adolescents everyday lifecontextual design of where,</p><p>when, with whom, and how: The smartlife case. International Journal of Environmental Research and</p><p>Public Health, 15(5). https://doi.org/10.3390/ijerph15050835</p><p></p><p></p><p>Sheehan, D., Katz, L., & Kooiman, B. (2015). Exergaming and physical education: A qualitative</p><p>examination from the teachers perspective. Journal of Case Studies in Education Volume, January</p><p>2016.</p><p></p><p></p><p>Soltani, P., Figueiredo, P., & Vilas-Boas, J. P. (2020). Does exergaming drive future physical</p><p>activity and sport intentions? Journal of Health Psychology.</p><p>https://doi.org/10.1177/1359105320909866</p><p></p><p>Soltani, P., & Vilas-Boas, J. P. (2018). Sport Exergames for Physical Education. In Encyclopedia of</p><p>Information Science and Technology, Fourth Edition (4th ed., pp. 73587367). IGI Global.</p><p>https://doi.org/10.4018/978-1-5225-2255-3.ch640</p><p></p><p></p><p>Staiano, A. E., & Calvert, S. L. (2011). Exergames for Physical Education Courses: Physical,</p><p>Social, and Cognitive Benefits.</p><p></p><p></p><p>Sullivan, A. N., & Lachman, M. E. (2017). Behavior change with fitness technology in sedentary</p><p>adults: A review of the evidence for increasing physical activity. Frontiers in Public Health,</p><p>4(JAN). https://doi.org/10.3389/FPUBH.2016.00289</p><p></p><p></p><p>Sun, H. (2013). Impact of exergames on physical activity and motivation in elementary school</p><p>students: A follow-up study. Journal of Sport and Health Science, 2(3), 138145.</p><p>https://doi.org/10.1016/j.jshs.2013.02.003</p><p></p><p></p><p>Teo, T., & Noyes, J. (2011). An Assessment of the Influence of Perceived Enjoyment and Attitude on</p><p>the Intention to Use Technology Among Pre-Service Teachers: A Structural Equation Modeling</p><p>Approach. Computers and Education, 57(2), 1645 1653. https://doi.org/10.1016/j.compedu.2011.03.002</p><p></p><p></p><p>Teo, T., Sang, G., Mei, B., & Hoi, C. K. W. (2019). Investigating pre-service teachers acceptance</p><p>of Web 2.0 technologies in their future teaching: a Chinese perspective. Interactive Learning </p><p> Environments, 27(4), 530546. https://doi.org/10.1080/10494820.2018.1489290</p><p></p><p></p><p>Teo, T., & Zhou, M. (2014). Explaining the intention to use technology among university students: A</p><p>structural equation modeling approach. Journal of Computing in Higher Education, 26(2), 124142.</p><p>https://doi.org/10.1007/s12528- 014-9080-3</p><p></p><p></p><p>Thin, A. G., Brown, C., & Meenan, P. (2013). User Experiences While Playing Dance- Based Exergames</p><p>and the Influence of Different Body Motion Sensing Technologies. International Journal of Computer</p><p>Games Technology, 2013, 17. https://doi.org/10.1155/2013/603604</p><p></p><p></p><p>Ubisoft. (2021a). Just Dance Now. Google Play Store.</p><p>https://play.google.com/store/apps/details?id=com.ubisoft.dance.JustDance&hl=</p><p>US&gl=US</p><p></p><p>Ubisoft. (2021b). Just Dance Now. https://justdancenow.com/</p><p>Vaghetti, C. A. O., Monteiro-Junior, R. S., Finco, M. D., Reategui, E., & Da Costa Botelho, S. S.</p><p>(2018). Exergames Experience in Physical Education: A Review. Physical Culture and Sport,</p><p>Studies and Research, 78(1), 2332. https://doi.org/10.2478/pcssr-2018-0010</p><p></p><p></p><p>Valtonen, T., Kukkonen, J., Kontkanen, S., Sormunen, K., Dillon, P., & Sointu, E. (2015). The</p><p>Impact of Authentic Learning Experiences With ICT on Pre-Service Teachers Intentions to Use ICT</p><p>for Teaching and Learning. Computers and Education, 81, 4958.</p><p>https://doi.org/10.1016/j.compedu.2014.09.008</p><p></p><p>Vassar, M., Atakpo, P., & Kash, M. J. (2016). Manual search approaches used by systematic reviewers</p><p>in dermatology. Journal of the Medical Library Association : JMLA, 104(4), 302304. </p><p>https://doi.org/https://doi.org/10.3163/1536-</p><p>5050.104.4.009</p><p></p><p></p><p>Venkatesh, V., & Davis, F. D. (2000). Theoretical extension of the Technology Acceptance Model:</p><p>Four longitudinal field studies. Management Science, 46(2), 186204.</p><p>https://doi.org/10.1287/mnsc.46.2.186.11926</p><p></p><p></p><p>Viana, R. B., Alves, C. L., Vieira, C. A., Vancini, R. L., Campos, M. H., Gentil, P., Andrade, M.</p><p>S., & de Lira, C. A. B. (2017). Anxiolytic Effects of a Single Session of the Exergame Zumba </p><p>Fitness on Healthy Young Women . Games for Health Journal, 6(6), 365370.</p><p>https://doi.org/10.1089/g4h.2017.0085</p><p></p><p></p><p>Waarvik, M. J. (2019). Prediciting Teacher Usage of Learning Games in classrooms</p><p>(Issue May). Boise State Univeristy.</p><p></p><p></p><p>Wrnberg, J., Prez-Farins, N., Benavente-Marn, J. C., Gmez, S. F., Labayen, I., G. Zapico, A.,</p><p>Gusi, N., Aznar, S., Alcaraz, P. E., Gonzlez-Valeiro, M., Serra- Majem, L., Terrados, N., Tur, J.</p><p>A., Seg, M., Lassale, C., Homs, C., Oses, M., Gonzlez-Gross, M., Snchez-Gmez, J., </p><p>Barn-Lpez, F. J. (2021). Screen Time and Parents Education Level Are Associated with Poor</p><p>Adherence to the Mediterranean Diet in Spanish Children and Adolescents: The PASOS Study. Journal</p><p>of Clinical Medicine, 10(4), 795. https://doi.org/10.3390/jcm10040795</p><p></p><p></p><p>Weinberger, M. (2018). The rise and fall of Kinect: Why Microsoft gave up on its most promising </p><p>product. https://finance.yahoo.com/news/downfall-kinect-why-</p><p>microsoft-gave-183900710.html</p><p></p><p>Williams, W. M., & Ayres, C. G. (2020). Can active video games improve physical activity in</p><p>adolescents? A review of RCT. International Journal of Environmental Research and Public Health,</p><p>17(2). https://doi.org/10.3390/ijerph17020669</p><p></p><p></p><p>World Health Organisation. (n.d.-a). Digital solutions for promoting physical activity.</p><p>https://www.who.int/emergencies/what-we-do/digital-solutions-for-promoting- physical-activity</p><p></p><p></p><p>World Health Organisation. (n.d.-b). Physical Activity in South -East Asia. World Health</p><p>Organisation. https://www.who.int/southeastasia/health-topics/physical- activity</p><p></p><p></p><p>World Health Organisation. (2020). Addictive behaviours: Gaming disorder.</p><p>https://www.who.int/news-room/questions-and-answers/item/addictive- behaviours-gaming- disorder</p><p></p><p></p><p>Yuksel, H. S. (2019). Experiences of Prospective Physical Education Teachers on Active Gaming</p><p>within the Context of School-Based Physical Activity. European Journal of Educational Research,</p><p>8(1), 199211. https://doi.org/10.12973/eu-</p><p>jer.8.1.199</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p>