Mixed reality technology can be used to elicit physical activity in a classroom setting, with students active for 46.0% and 62.4% of sessions in two rounds of pilot-testing while reporting 'good' acceptability scores.
Key Findings
Results
In the first round of pilot-testing, students were active for approximately 46% of the mixed reality headset session.
Sample size was n=22 students aged 10-15 years attending local middle schools.
Students were active for 46.0% (6.9, SD 2.7 minutes) of the headset session.
The session lasted 15 (SD 0) minutes.
Physical activity was assessed using a medical-grade, hip-worn accelerometer (ActiGraph wGT3X-BT).
Results
In the second round of pilot-testing, after prototype improvements, students were active for approximately 62.4% of the web-based assignment.
Sample size was n=10 students.
Students were active for 5.8 (SD 3.1) minutes (62.4%) of the web-based assignment.
The assignment lasted 9.3 (SD 2.41) minutes.
The prototype was improved using feedback from semistructured interviews conducted after the first round of pilot-testing.
Results
The mixed reality prototype received 'good' acceptability scores in the second round of pilot-testing.
Acceptability was assessed using the System Usability Scale (SUS), which has a maximum score of 100.
Mean SUS score in round 2 was 73.8 (SD 17.2), categorized as 'good'.
There were no significant differences in acceptability ratings between the two pilot-testing rounds (P=.16).
There were no significant differences in acceptability between boys and girls in round 1 (P=.79) or round 2 (P=.61).
Methods
The study used an iterative formative design with two rounds of pilot-testing conducted between November 2023 and April 2025.
A multidisciplinary research team developed the prototype and evaluated it during 2 rounds of pilot-testing.
Participants were aged 10 to 15 years and attended local middle schools.
Semistructured interviews were conducted after each round of pilot-testing to collect feedback for prototype improvements.
The mixed reality activity promoted physical activity including jumping, squatting, and punching during a digital classroom activity.