Park Se-Won, Lim Dong-Ha, Kim Je-Hyun, Kim Sung-Hun, Han Yeon-Oh
Department of Physical Education, Korea National University of Education, Cheongju 28173, Republic of Korea.
Research Institute, AIRPASS Co., Ltd., Hanam-si 12982, Gyeonggi-do, Republic of Korea.
Healthcare (Basel). 2025 Jun 3;13(11):1327. doi: 10.3390/healthcare13111327.
This study empirically examined the effects of a digital game-based physical activity program (AI-FIT) on elementary school children's health-related physical fitness while exploring the role of educational technology (EdTech) as a practical solution to post-pandemic physical inactivity.
This study was conducted over a 12-week period, from September to December 2024, with 40 students (grades 4 to 6) from an elementary school located in a mid-sized city in South Korea. The participants had a mean age of 10.8 years (SD = 0.69). The experimental group (n = 20) participated in the AI-FIT program, while the control group (n = 20) received regular physical education classes. To ensure baseline equivalence between the groups, propensity score matching was employed. Health-related physical fitness was assessed through pre- and post-tests, including flexibility, muscular endurance, cardiorespiratory endurance, explosive power, and Physical Activity Promotion System (PAPS) grade. Analyses were conducted using both dependent (paired) and independent -tests, along with effect size calculations (Cohen's ), to examine within-group and between-group differences. In addition, gender-based subgroup analyses were performed to examine potential differences in responsiveness to the intervention.
Results indicated that the AI-FIT program had a large effect on flexibility ( = 0.90) and muscular endurance ( = 0.80) and a moderate-to-large effect on PAPS grade ( = 0.69). In contrast, no statistically significant improvements were observed in cardiorespiratory endurance or explosive power.
These findings suggest that a digital program integrating AI-based personalized exercise prescriptions and gamification elements can effectively enhance the health-related fitness of elementary students. Moreover, this study supports the educational efficacy of EdTech-based interventions in physical education settings.
本研究通过实证检验了基于数字游戏的体育活动项目(AI-FIT)对小学生健康相关身体素质的影响,同时探讨了教育技术(EdTech)作为解决疫情后身体活动不足问题的实际解决方案的作用。
本研究于2024年9月至12月进行,为期12周,研究对象为韩国一个中等城市的一所小学的40名学生(4至6年级)。参与者的平均年龄为10.8岁(标准差=0.69)。实验组(n = 20)参与AI-FIT项目,而对照组(n = 20)接受常规体育课。为确保两组之间的基线等效性,采用了倾向得分匹配法。通过前后测试评估健康相关身体素质,包括柔韧性、肌肉耐力、心肺耐力、爆发力和身体活动促进系统(PAPS)等级。使用相关(配对)和独立检验以及效应量计算(科恩d值)进行分析,以检验组内和组间差异。此外,还进行了基于性别的亚组分析,以检验对干预反应的潜在差异。
结果表明,AI-FIT项目对柔韧性(d = 0.90)和肌肉耐力(d = 0.80)有较大影响,对PAPS等级有中等至较大影响(d = 0.69)。相比之下,心肺耐力或爆发力未观察到统计学上的显著改善。
这些发现表明,一个整合了基于人工智能的个性化运动处方和游戏化元素的数字项目可以有效地提高小学生与健康相关的身体素质。此外,本研究支持基于教育技术的干预措施在体育教育环境中的教育效果。