INC4805 Assignment 4
Literature review
(COMPLETE ANSWERS)
2025 - DUE October
2025
[Document subtitle]
[School]
[Course title]
,INC4805 Assignment 4 Literature review (COMPLETE ANSWERS) 2025 - DUE October 2025
Course
Research in Inclusive Education (INC4805)
Institution
University Of South Africa (Unisa)
Book
Inclusive Education
INC4805 Assignment 4 Literature review (COMPLETE ANSWERS) 2025 - DUE October 2025 ;
100% TRUSTED Complete, trusted solutions and explanations
Provide a well-structured and well-considered review of literature related to your research
problem. Again, explain methods you plan to use to investigate the research problem you have
identified. The following guidelines should help you in writing your literature review and
methodology section: i. Identify 12 to 15 sources that are relevant to the problem you identified
in Assignment 03. (These sources must have been published between 2017 and 2025. They
should be scholarly articles/chapters/books or policies. Avoid using textbooks.)
Assumed research problem (used throughout this document)
“How do technology-enhanced physical-education approaches (wearable activity trackers,
exergaming, and blended learning) affect secondary-school students’ physical activity levels,
engagement, and learning outcomes?”
If your actual research problem from Assignment 03 is different, you can copy/paste this
structure and I’ll adapt the references and methods to match — but for now I’ve produced a
full, self-contained literature review and methodology for the topic above.
1. Short introduction / problem statement
Physical inactivity among adolescents remains a global concern and schools are a key setting for
interventions. Technology (wearables, exergames, blended/online learning) is increasingly used
in PE to measure activity, motivate students, personalise learning and provide scalable
interventions. The question is whether and how these technologies improve objective physical
activity (PA), student engagement, learning of motor skills and attitudinal outcomes in the
school context.
, Key recent syntheses and empirical work show promising but mixed results: wearables and
gamified approaches often increase steps and engagement but effects on moderate-to-vigorous
physical activity (MVPA) and long-term behavior change are variable; blended learning shows
benefits for learning outcomes but requires careful instructional design. JMIR mHealth and
uHealth+2The Lancet+2
2. Thematic literature review (organized by theme)
A. Wearable activity trackers and objective measurement
Consumer wearables (Fitbit, Garmin, wrist accelerometers) are widely used in school
and community interventions to measure steps/PA and to provide feedback or goals.
Systematic reviews and meta-analyses suggest wearables can increase daily steps but
improvements in MVPA and sustained behaviour change are inconsistent. JMIR mHealth
and uHealth+1
Implications for PE research: wearables are valid tools for objective measurement and for
delivering feedback, but study designs must control for novelty effects and provide longer
follow-up. PMC
B. Exergaming and gamified/interactive approaches
Exergames (active video games) produce higher energy expenditure than sedentary
gaming and can improve some fitness and motor outcomes; they also tend to increase
enjoyment and short-term engagement. Recent randomized trials and reviews (2019–
2024) show exergames can boost activity and some fitness indicators in children and
adolescents, though effects vary by intervention intensity and duration. Nature+1
Implication: exergaming is promising as a complementary PE strategy to increase engagement,
especially for students who dislike traditional sports.
C. Blended learning and online/hybrid PE
Blended learning models (combining online content, apps, and face-to-face PE) have
shown benefits for learning outcomes, self-regulated learning and some fitness
outcomes, particularly when combined with wearables/data apps for self-monitoring.
Challenges include teacher ICT competency and student self-regulation. PMC+1
D. Behaviour change techniques, gamification and instructional design
Studies highlight that simple provision of tech is not enough — the most effective
interventions explicitly use behaviour-change techniques (goal setting, feedback, social
Literature review
(COMPLETE ANSWERS)
2025 - DUE October
2025
[Document subtitle]
[School]
[Course title]
,INC4805 Assignment 4 Literature review (COMPLETE ANSWERS) 2025 - DUE October 2025
Course
Research in Inclusive Education (INC4805)
Institution
University Of South Africa (Unisa)
Book
Inclusive Education
INC4805 Assignment 4 Literature review (COMPLETE ANSWERS) 2025 - DUE October 2025 ;
100% TRUSTED Complete, trusted solutions and explanations
Provide a well-structured and well-considered review of literature related to your research
problem. Again, explain methods you plan to use to investigate the research problem you have
identified. The following guidelines should help you in writing your literature review and
methodology section: i. Identify 12 to 15 sources that are relevant to the problem you identified
in Assignment 03. (These sources must have been published between 2017 and 2025. They
should be scholarly articles/chapters/books or policies. Avoid using textbooks.)
Assumed research problem (used throughout this document)
“How do technology-enhanced physical-education approaches (wearable activity trackers,
exergaming, and blended learning) affect secondary-school students’ physical activity levels,
engagement, and learning outcomes?”
If your actual research problem from Assignment 03 is different, you can copy/paste this
structure and I’ll adapt the references and methods to match — but for now I’ve produced a
full, self-contained literature review and methodology for the topic above.
1. Short introduction / problem statement
Physical inactivity among adolescents remains a global concern and schools are a key setting for
interventions. Technology (wearables, exergames, blended/online learning) is increasingly used
in PE to measure activity, motivate students, personalise learning and provide scalable
interventions. The question is whether and how these technologies improve objective physical
activity (PA), student engagement, learning of motor skills and attitudinal outcomes in the
school context.
, Key recent syntheses and empirical work show promising but mixed results: wearables and
gamified approaches often increase steps and engagement but effects on moderate-to-vigorous
physical activity (MVPA) and long-term behavior change are variable; blended learning shows
benefits for learning outcomes but requires careful instructional design. JMIR mHealth and
uHealth+2The Lancet+2
2. Thematic literature review (organized by theme)
A. Wearable activity trackers and objective measurement
Consumer wearables (Fitbit, Garmin, wrist accelerometers) are widely used in school
and community interventions to measure steps/PA and to provide feedback or goals.
Systematic reviews and meta-analyses suggest wearables can increase daily steps but
improvements in MVPA and sustained behaviour change are inconsistent. JMIR mHealth
and uHealth+1
Implications for PE research: wearables are valid tools for objective measurement and for
delivering feedback, but study designs must control for novelty effects and provide longer
follow-up. PMC
B. Exergaming and gamified/interactive approaches
Exergames (active video games) produce higher energy expenditure than sedentary
gaming and can improve some fitness and motor outcomes; they also tend to increase
enjoyment and short-term engagement. Recent randomized trials and reviews (2019–
2024) show exergames can boost activity and some fitness indicators in children and
adolescents, though effects vary by intervention intensity and duration. Nature+1
Implication: exergaming is promising as a complementary PE strategy to increase engagement,
especially for students who dislike traditional sports.
C. Blended learning and online/hybrid PE
Blended learning models (combining online content, apps, and face-to-face PE) have
shown benefits for learning outcomes, self-regulated learning and some fitness
outcomes, particularly when combined with wearables/data apps for self-monitoring.
Challenges include teacher ICT competency and student self-regulation. PMC+1
D. Behaviour change techniques, gamification and instructional design
Studies highlight that simple provision of tech is not enough — the most effective
interventions explicitly use behaviour-change techniques (goal setting, feedback, social