Exercise & Training

Increasing Physical Activity in Educational Settings Using Mixed Reality Technology: Iterative Formative Study.

TL;DR

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

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).

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.

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).

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.

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Citation

Spring K, Feldt C, Posey M, Nauta P, Chen S, Shepherd D, et al.. (2026). Increasing Physical Activity in Educational Settings Using Mixed Reality Technology: Iterative Formative Study.. JMIR formative research. https://doi.org/10.2196/83556