I am reading a paper on Active Learning (1). In that study, they are using active pedaling to control a mouse in which eventually helps them learn about nutritional concepts. Challenging tasks results in continued persistence, allows players to use different strategies while having greater interest for performing the given task better (2). However, it’s not clear whether when the tasks are completed successfully, there would be any interests towards continuing them or not. This happens frequently during Exergames as they have lots of repetitive movements. So maybe this is the reason why they are interesting for a short period and after sometimes it gets boring.
(1): Mellecker, R. R., Witherspoon, L., & Watterson, T. (2013). Active Learning: Educational Experiences Enhanced Through Technology-Driven Active Game Play. The Journal of Educational Research, null-null.
(2): Turner, Julianne C. (1995). The influence of classroom contexts on young children's motivation for literacy. Reading Research Quarterly, 30(3), 410.
(1): Mellecker, R. R., Witherspoon, L., & Watterson, T. (2013). Active Learning: Educational Experiences Enhanced Through Technology-Driven Active Game Play. The Journal of Educational Research, null-null.
(2): Turner, Julianne C. (1995). The influence of classroom contexts on young children's motivation for literacy. Reading Research Quarterly, 30(3), 410.
