TY - JOUR
T1 - Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the Field
AU - Yu, Junnan
AU - Xu, Tian
AU - Kelley, Camryn
AU - Ruppert, Janet
AU - Roque, Ricarose
N1 - Publisher Copyright:
© 2024 AERA.
PY - 2024/5/18
Y1 - 2024/5/18
N2 - Many technological interventions have leveraged physical activity (PA, i.e., activities that involve whole-body movements) to provide young people with active and productive learning experiences. However, there is a lack of systematic understanding of how PA can serve as a learning medium—for example, how PA can support learning and how to design technologies to support PA-based learning. This paper conducts a systematic literature review (N = 141) of PA-based, technology-mediated learning experiences for young people with a focus on how PA supports learning, what technologies are involved, and the associated challenges. Through content analysis, we identified four approaches of how PA and learning were combined (i.e., PA embodied learning content, served as a functional input method for learning tasks, guided learners through different learning sites, and generated data for learning activities) and supporting technologies like full-body interaction learning environments and mobile apps. However, many challenges might arise, such as balancing learning and PA, as well as the scalability and reliability of technologies. We conclude with a discussion and reflection on design implications for more PA-based learning experiences and technologies. Overall, this paper provides a systematic overview of the different ways to design physically active learning experiences for young people and can serve as a reference for future designs of physically active learning experiences and technologies.
AB - Many technological interventions have leveraged physical activity (PA, i.e., activities that involve whole-body movements) to provide young people with active and productive learning experiences. However, there is a lack of systematic understanding of how PA can serve as a learning medium—for example, how PA can support learning and how to design technologies to support PA-based learning. This paper conducts a systematic literature review (N = 141) of PA-based, technology-mediated learning experiences for young people with a focus on how PA supports learning, what technologies are involved, and the associated challenges. Through content analysis, we identified four approaches of how PA and learning were combined (i.e., PA embodied learning content, served as a functional input method for learning tasks, guided learners through different learning sites, and generated data for learning activities) and supporting technologies like full-body interaction learning environments and mobile apps. However, many challenges might arise, such as balancing learning and PA, as well as the scalability and reliability of technologies. We conclude with a discussion and reflection on design implications for more PA-based learning experiences and technologies. Overall, this paper provides a systematic overview of the different ways to design physically active learning experiences for young people and can serve as a reference for future designs of physically active learning experiences and technologies.
KW - computer applications
KW - computers and learning
KW - content analysis
KW - learning
KW - physical activity
KW - qualitative research
KW - student teaching
KW - technology
KW - young people
UR - http://www.scopus.com/inward/record.url?scp=85193909594&partnerID=8YFLogxK
U2 - 10.3102/00346543241248464
DO - 10.3102/00346543241248464
M3 - Journal article
AN - SCOPUS:85193909594
SN - 0034-6543
SP - 1
EP - 47
JO - Review of Educational Research
JF - Review of Educational Research
ER -