Edutainment Evaluation

090702-N-1783P-003I have chosen to review the edutainment characteristics of the Wii Fit Plus game. As we learned from Amy Jo Kim, “Gamification is using game techniques to make activities more engaging and fun” (2011). The Wii Fit Yoga game teaches the player a variety of basic yoga poses using the interactive balance board to provide onscreen feedback. As Okan warned of “expectations that learning can be enjoyable and fun,” (2003, p. 256) the brochure included in the game boasts the “Wii Fit Plus is a fun, easy way for you, your friends, and family to exercise every day.”

The Wii Fit Plus employs the ARCS model. After creating a Mii, an avatar to represent him/her on screen, each player undergoes a body test to evaluate their fitness level, followed by creating a fitness goal. Launching the Yoga game, the player chooses a specific pose or poses from a fairly large selection. Once a pose is chosen, the player is introduced to the trainer who provides a short personable dialog including the benefits of the pose which she will demonstrate and instructions. At the same time, on screen graphics provide written instructions and real time feedback regarding your performance. Once the pose is complete, the player receives additional reinforcements in the form of audio feedback, a reminder of the relevance, an animated graphic showing the players center of balance throughout the pose, points, a skill level rating, leader board ranking and tips to improve future attempts. These steps play an important part in garnering the players’ attention, establishing relevance, bolstering confidence, and achieving satisfaction (Kapp, 2012, pp. 53–54).

The game makes great use of on-boarding techniques. Each step in the setup process is clearly explained to the player leaving no room for confusion. The on screen trainer provides detailed explanations before, during, and after each pose. Unlike some exercise videos, the trainer is facing the same direction as the player as if you were standing behind her in an actual yoga studio. She is positioned in front of a mirror so the player can still see her anterior movements. This removes the need to think left or right and simply mimic the movements.

The overall instructional objective of the Wii Fit Plus is to learn a variety of training techniques to encourage fitness. This is established through the creation of personal goals and the ability to track progress over time. Included in the statistics are the player’s BMI, fitness level, balance, coordination, and Wii Fit age. Within the Yoga game, the objective of each pose is discussed prior to the pose, during each step of the pose, and after the pose is complete.

The use of Mii characters, avatars, personal statistics, incredible feedback, and the balance board create a rich user experience that ensures engagement. The ability for the player to select the poses and create routines suitable to his/her skill level ensure a “balance of skill and challenge to keep players engaged” (Kim, 2011).

Interactivity is achieved through the use of the balance board during the exercises. The slightest shift in body weight results in instant on screen feedback. The trainer will advise that you are wavering while the on screen graph shows a visual representation of your movement. The player must listen to the audible instructions, note the visual cues, and adapt his/her pose accordingly.

The game may appeal to some players due to the extrinsic rewards of competition and affirmation or for the intrinsic motivation to become healthier. The Wii Fit Plus Yoga game includes incredible continuous feedback using a variety of platforms. There is satisfaction at the completion of each pose as the player waits with anticipation to see the results of his/her performance.  The same excitement can be seen as the player checks his/her progress toward a fitness goal and their latest body test results.

Wii Fit Plus Yoga incorporates my five must-have characteristics of edutainment; onboarding, a specific instructional objective, engaging content, interactivity, and motivation. While this Yoga game can certainly be used as an example of many different learning theories, the ARCS Theory of Motivation can be seen in its entirety.

 

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfieffer.

Kim, A. J. (2011, February 16). Smart Gamification: Designing the Player Journey – YouTube. YouTube. from http://www.youtube.com/watch?v=B0H3ASbnZmc#t=145

Okan, Z. (2003). Edutainment: is learning at risk? British Journal of Educational Technology, 34(3), 255–264.

 

 

 

 

 

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