Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-02-02 DOI:10.2196/81086
Jingtong Zhang, Sae-Sook Oh, Yaru Xu
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引用次数: 0

Abstract

Background: Educators are exploring new methods to educate beyond the classroom as global concerns about students' cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost cognitive and psychological outcomes in several studies. Most research has neglected the benefits of gamification and artificial intelligence (AI)-based feedback in PE, focusing instead on conventional PE formats. The impacts of technologically enhanced PE settings on students' cognitive performance through feedback and reward mechanisms remain understudied.

Objective: This study aimed to investigate how intrinsic motivation and AI-based feedback moderated the effects of gamified PE on students' cognitive performance.

Methods: The study used a cross-sectional design. In Beijing, Shanghai, Chengdu, and Guangzhou, a total of 1029 public high school students completed a standardized questionnaire. Students in secondary school (male: n=490, 47.6% and female: n=539, 52.4%) aged 10-18 years, were recruited from urban, suburban, and rural locales. Participants were sourced from public, private, and semigovernment schools, reflecting a range of academic achievement levels and access to technology. Students participating in standard PE sessions were included, whereas those with medical conditions that restricted physical exercise were excluded. Data were gathered via standardized questionnaires during designated PE sessions. Gamified PE, cognitive performance, intrinsic motivation, teacher support, collaboration, and AI feedback were examined using standardized instruments. Trained facilitators helped younger participants understand and follow ethical norms. The study used maximum likelihood estimation for structural equation modeling. Bootstrapping was used to analyze mediation and moderation effects at a 5% significance level (α=.05).

Results: According to structural equation modeling, gamified PE highly predicts cognitive performance (β=.34; P<.001). Other significant factors were teacher support (β=.31; P<.001), physical exercise enjoyment (β=.28; P<.001), and teamwork (β=.26; P<.001). AI-based feedback strengthened the link between gamified PE and cognitive performance under moderation analysis (β=.18; P<.001). Mediation analysis indicated that intrinsic motivation partially mediated the relationship, resulting in a significant indirect effect (β=.21, 95% CI 0.12-0.31; SE=0.05).

Conclusions: This research integrates gamified PE with AI-based feedback mechanisms to evaluate students' cognitive outcomes, a domain that has been rarely investigated experimentally. This study highlights the combined effect of intrinsic motivation and AI-generated feedback in a technology-enhanced PE context, in contrast to previous research that primarily focuses on traditional PE methods or isolated gamification elements. The findings enhance the field by demonstrating that student-centered, feedback-rich PE environments may improve cognitive abilities through social interaction, enjoyment, and instructor support. AI-assisted, gamified PE programs may enhance learning outcomes and academic performance among secondary school students.

中国中学生游戏化体育与认知表现:横断面调节中介研究。
背景:随着全球对学生认知、情感和社会福祉的关注日益增长,教育工作者正在探索课堂之外的新教育方法。在一些研究中,体育教育(PE)已被证明可以促进认知和心理结果。大多数研究都忽视了游戏化和基于人工智能(AI)的反馈在体育教学中的好处,而是关注传统的体育教学形式。技术增强的体育环境通过反馈和奖励机制对学生认知表现的影响仍未得到充分研究。目的:本研究旨在探讨内在动机和基于人工智能的反馈如何调节游戏化体育对学生认知表现的影响。方法:采用横断面设计。在北京、上海、成都和广州,共有1029名公立高中学生完成了一份标准化问卷。年龄10-18岁的中学生(男490人,占47.6%;女539人,占52.4%),分别来自城市、郊区和农村地区。参与者来自公立、私立和半公立学校,反映了不同的学术成就水平和获得技术的机会。参加标准体育课程的学生被包括在内,而那些有身体状况限制体育锻炼的学生被排除在外。在指定的体育课程中,通过标准化问卷收集数据。游戏化体育、认知表现、内在动机、教师支持、协作和人工智能反馈使用标准化工具进行了检查。训练有素的辅导员帮助年轻的参与者理解和遵守道德规范。本研究采用极大似然估计进行结构方程建模。在5%显著性水平(α= 0.05)下,采用Bootstrapping分析中介和调节效应。结论:本研究将游戏化体育与基于人工智能的反馈机制相结合,以评估学生的认知结果,这是一个很少有实验研究的领域。与以往主要关注传统体育方法或孤立的游戏化元素的研究不同,本研究强调了在技术增强的体育环境中,内在动机和人工智能生成的反馈的综合影响。研究结果表明,以学生为中心、反馈丰富的体育环境可以通过社会互动、享受和教师支持来提高认知能力,从而加强了这一领域。人工智能辅助的游戏化体育课程可以提高中学生的学习成果和学习成绩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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