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While seductive details are enjoyable, they are unimportant content or activities intentionally inserted to make class fun and
interesting. The purpose of this study was to examine the effect of seductive details on students learning of net games in
physical education. Participants were 240 middle school students. A videotaped lesson example named outfox your opponent was used as the stimulus, and a 2 x 3 (condition x grade) factorial analysis was designed. The results showed that
seductive details directly interrupted students recall of important learning content and transferring problem solving in
learning net games. It is suggested that the function of seductive details on learning should be reconsidered when designing
effective motivational strategies in physical education.
Interest-Based Motivation
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Method
Participants
Participants were 240 students (104 girls and 136
boys) enrolled in seven physical education classes (two
sixth-grade, three seventh-grade, and two eighth-grade
classes) from two urban middle schools in a metropolitan area in the midwestern U.S. The two schools were
similar in terms of their curriculum and student demographics. Specifically, most of the students came from
a low to a lower middle socioeconomic background. The
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Experiment Task
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Procedure
The lead researcher and a research assistant collected data during regular physical education classes.
The teachers assisted in managing students seating.
Participants in each class were randomly assigned to
one of the two treatment groups and instructed to sit
in front of the assigned video station. The two video
stations sat at opposite corners of the gym and were
blocked by a movable screen. Participants were told
they would be watching a video about net games and
would complete a questionnaire afterward about what
they had learned.
Before seeing the video, participants filled out a
questionnaire, which included their general demographic information, the Physical Activity Interest Survey (Chen & Darst, 2002), and information about their
participation in after-school physical activity. Students
then watched the video quietly and completed the SIS.
Afterward, they were given the recall sheet and told to
write everything they could remember from the video
without regard for neatness or writing style. Finally,
students completed the problem-solving transfer questionnaire.
During data collection, the lead researcher and the
research assistant distributed instruments, answered students questions, and collected the instruments. To assure that students understood the questions, the research
assistant first read the instructions aloud. In addition, to
ensure the independence of students responses, the
researchers asked students to spread out in the gymnasium to minimize interferences. Data collection sessions
in all classes were completed within 25 min.
Results
The reliability of the questionnaire data was examined using Cronbachs approach. The internal consistency coefficients (Cronbachs ) were .77 for the
situational interest data and .71 for the problem-solving transfers, indicating acceptable reliability for both
measures. The descriptive statistics for each measure
are reported in Table 1. All scores were normally distributed (skewness indexes ranging between -.343 and
.234). Three 2 x 3 ANOVAs were conducted to examine the influences of teaching conditions (i.e., with or
without fox contents) and grade levels (i.e., sixth, seventh, or eighth) on the three dependent variables:
recall responses, problem-solving transfers, and situational interest.
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Recall Responses
The analysis for condition differences on recall
responses revealed a significant main effect. Students
in the condition with fox content recalled fewer main
ideas in the lesson than those in the condition without fox content, F(1, 8) = 125, p < .01, 2 = .94, and
observed power = .99. The grade level effect for recall
responses was not significant, F(2, 8) = .90, p > .05, 2
= .17, and observed power = .14, suggesting students
at different grade levels recalled similar amounts of
main ideas. There was no Condition x Grade Level interaction, F(2, 8) = .58, p > .05, 2 = .13, and observed
power = .12.
In addition, we examined students recall protocols again to see what information been students in the
fox content condition had mentioned. In terms of their
recall in writing, common responses included a mix of
seductive details. For example, the teacher was talking about a fox and the fox is sneaky. She was teaching
the kids how to play, or I remember they were playing games. They also were talking about a sneaky fox.
They played a game about the fox. She (the teacher)
was also talking about tennis.
Problem-Solving Transfers
The results of the problem-solving transfer analyses also revealed a significant main effect for different
conditions. Students in the condition with fox content
scored lower (M = 1.23, SD = .15) in problem-solving
transfers than those in the condition without fox content (M = 1.61, SD = .03), F(1, 8) = 116, p < .01, 2 =
.94, and observed power = .99. There was also a significant effect for grade level, F(2, 8) = 8.72, p < .05, 2
=.69, and observed power = .87. In addition, there was
a significant interaction between condition and grade
Situational Interest
There was no significant difference in situational
interest between the conditions with fox content (M =
15.0, SD = .53) and without fox content (M = 14.72, SD
= .40), F(1, 8) = 1.18, 2 = .13, and observed power =
.13. Students in both conditions considered the video
situationally interesting (15.0 and 14.72 of a total score
of 20). Also, no grade level effect was evident, F(2, 8)
= 1.06, p > .05, 2 = .21, and observed power = .18. There
was no condition x grade level interaction, F(2, 8) =
.10, p > .05, 2 = .02, and observed power =.06.
Discussion
The purpose of the study was to examine the effects
of seductive details on learning net games in middle
school physical education. In terms of the theoretical
assumption in education (Wade & Moje, 2000), we hypothesized that adding interesting but irrelevant seduc-
Table 1. Means and standard deviations for recall responses, problem-solving transfers, and situational interest by condition and
grade level
Variable
Recall responses
M
.20
SD
.07
Problem-solving transfers
M
1.06
SD
.05
Situational interest
M
15.1
SD
.00
Total
Overall
Grade 6 Grade 7 Grade 8
Total
.25
.06
.28
.02
.24
.06
.59
.01
.62
.04
.59
.10
.60
.05
.37
.20
.39
.23
.44
.18
.39
.19
1.22
.10
1.40
.03
1.23
.15
1.59
.04
1.62
.01
1.63
.01
1.61
.03
1.32
.31
1.35
.22
1.51
.13
1.39
.23
15.1
.23
14.8
.47
15.0
.53
15.0
.12
14.8
.35
14.4
.59
14.7
.40
15.1
.59
14.9
.32
14.6
.49
14.8
.46
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of student learning. It has been suggested that acquiring procedural knowledge, or the knowledge of how
to perform specific skills and transform information
from abstraction to practical application to solve new
problems, is an advanced condition-action form of
learning achievement (Anderson, 1987). In physical
education, the associations between declarative and
procedure knowledge have been studied (i.e., French
& Thomas, 1987; Schmidt & Wrisberg, 2000). It is emphasized that movement learning is about the mechanisms of acquiring both declarative and procedural
knowledge and the coordination between the two
(Schmidt & Wrisberg, 2000). Our results showed that
students in the fox content condition had lower scores
in problem-solving transfers than those in the condition without the fox content, indicating seductive details also may have interfered with students abilities
to transform the main ideas in the video to a procedural understanding of how to apply the strategies to
solve problems in a game situation.
The higher problem-solving transfer scores for
eighth-grade students supported the assumption that
developing general comprehension strategies could be
associated with students age and cognitive development
(Hidi & Baird, 1986). The different problem-solving
transfer scores might indicate that students of different
ages who demonstrated similar declarative knowledge
may not be equally able to use the information to solve
problems (Mayer et al., 1996). It was postulated that the
higher problem-solving scores for eighth-grade students
might be attributed to their relative richness of general
knowledge in physical activities. Although they did not
participate in any net games particularly, the experiencerelated familiarity in strategies could improve their problem-solving capabilities in net games.
Garner and Gillingham (1991) suggested individuals macroprocessing ability (identifying and applying
important information in class) is associated with their
age and cognitive development. The significant interactive effect between grade level and condition on
problem-solving transfers in this study echoes their
assertion. The sixth-grade students in the fox content
condition had a significantly lower score in problemsolving transfers than eighth-grade students in the
same condition, suggesting the younger students had
lower macroprocessing ability needed to transform
important declarative information to real settings. By
implication, it might seem that younger students are
more vulnerable to having seductive details distract
their knowledge acquisition and use.
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Conclusion
Pursuing fun or enjoyment is an important objective in physical education. Its value and effectiveness
for enhancing students involvement must be highly
appreciated. However, the findings of this study may
present a dilemma and challenge for physical education teachers and curriculum designers about balancing
students learning goal with their affective development
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Authors Notes
This study was supported by Wayne State University
internal research grant. Please address all correspondence concerning this article to Bo Shen, Division of
Kinesiology, Health, and Sport Studies, College of Education, Wayne State University, Detroit, MI 48202.
E-mail: boshen@wayne.edu
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Net
2. If your opponents position is marked by an O in the diagram, which letter represents the best place to hit the ball so that you are
using the strategy of hitting to open space?
A.
B.
C.
Net
3. If your opponents position is marked by an O in the diagram, why would you hit the ball into your opponents court at the spot
marked X?
A. Its near your opponents
home base
B. It forces your opponent to move
to the ball
C. It allows your opponent to keep
the ball in play
Net
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