隨著靜態生活方式增加,我國學童體適能狀況也受到影響,教育部體育署規定國小階段中高年級學童每年須進行一次體適能測驗。在數位科技時代的衝擊下,對生活帶來的影響各有利弊,更為學習帶來新的刺激,數位遊戲逐漸改變體育課程中教與學的方式。本研究目的在以控制-價值理論之成就情緒為支撐,建構包含運動健康信念、遊戲情境興趣、遊戲競爭焦慮、參與態度與運動表現等五個變項,以探討國小五、六年級學童使用即時競爭型運動遊戲進行仰臥起坐學習之影響與成效,研究歷程更專注在運動情意的改變。 本研究以準實驗研究法進行,採叢集抽樣對10個班級進行10次教學實驗,為期8週,有效問卷收取228份。本研究之工具主要使用FunFitness App,並透過嵌入在運動腰帶上的感應器接收使用者在仰臥起坐時的壓力頻率,並觸發遊戲中的兔子跳躍。本研究經由SPSS 23以及AOMS 20進行驗證性因素分析及結構方程模式分析,結果顯示:(一)運動健康信念與遊戲情境興趣之間具正相關。(二)運動健康信念與遊戲競爭焦慮之間具負相關。(三)遊戲情境興趣對參與態度之間具正相關。(四)遊戲競爭焦慮對參與態度之間無顯著相關。(五)參與態度對運動表現之間具正相關。根據研究發現,針對即時競爭型運動遊戲在教學實務以及未來研究提供建議:(一)增加體育教師對本運動遊戲的應用進行變化,以提升國小學童體適能的訓練。(二)鼓勵學童運用本運動遊戲的遠端連線功能,在合適的時間和地點下與同儕比賽來保持練習。
With the increase in sedentary lifestyle, the physical fitness status of our school children has been affected. The Sports Administration Ministry of Education requires that students in the primary and secondary levels must take an annual physical fitness test. In addition, the impact of digital technology has brought about various advantages and disadvantages in their lives. Digital games are bringing new approach to learning and are changing the way that PE is taught and learned. To understand the learning effect of exergame, this study drawn on the control-value theory of achievement emotions to conceptualize a research framework including beliefs about exercise health, gameplay interest, competitive anxiety, participation attitude and exercise performance on using real-time competitive exergaming for sit-up practice in 5th and 6th primary school children. The study was conducted using quaxi experimental single group time serious design and questionnaire methods, with 228 valid questionnaires collected in a series of 10 practice sessions in 10 classes over a period of 8 weeks. The instruments used in this study named “FunFitness” which can generate the frequency to App to trigger the agent (rabbits) to jump by the sensor embedded in the exercise belts. By applying structural equation modeling to test the research hypotheses, the results of this study indicated that: (1) Exercise health belief is positively related to game situational interest. (2) Exercise health belief is negatively related to game competition anxiety. (3) Gameplay interest is positively related to participation attitude. (4) No significant correlation between competitive anxiety and attitudes towards participation in game. (5) Participation attitude is positively related to exercise performance. According to the results, some suggestions were provided for future application that (1) To enhance elementary students to strengthen their body exercise, this device of exergame is suggested to be adapted by physical teachers. (2) Because the devices can be used as remote competition, participants can be encouraged to keep practice by finding their suitable time and location (e.g., at home in the night time) to compete with classmates.