XL2S Pan Borneo vs Rajang river boardgame 2.0 (empowering fitness and fun: a board game for Inclusive physical activity among people with disabilities)

Kram, Suhardi and Sullah, Abbylolita and Mohd Sanif, Siti Nurr Atika and Nikol, Luke and Che Abu Shafie, Asmalini and Jemat Anchang, Gordon Nicolaus and Jeck, Ashley Irenaeus (2023) XL2S Pan Borneo vs Rajang river boardgame 2.0 (empowering fitness and fun: a board game for Inclusive physical activity among people with disabilities). International Exhibition & Symposium On Productivity, Innovation, Knowledge & Education. pp. 251-254. ISSN 9789672948568

Official URL: https://ispike.uitm.edu.my

Abstract

Regular physical activity are important in keeping people physically and mentally healthy. However, lack of fun, poor access to facilities and unsafe environments are the reasons for most people to skip physical activity (Anderson, Carter & Smith, 2021). According to Johnson, Thompson, & Davis, (2022), fun is considered one of the main reasons people involved in physical activity. Thus, XL2S Pan Borneo VS Rajang River Boardgame 1.0 was created as a tools for sedentary people from different ages to start exercise in a fun and interesting way. However, 1.0 version was not suitable to be play by people with disabilities. Therefore, XL2S Pan Borneo Vs Rajang River Boardgame 2.0 will be introduced to empowerfitness and fun among disabled people. This innovative boardgame is designed to address the issue of limited motivation for physical activity among individuals with disabilities due to their medical conditions and challenges. By combining the joy of play with simple exercises in a group setting, the product aims to enhance the health and well-being of this demographic.Drawing inspiration from "snake and ladder" and "monopoly" games, the objective of the game is to be the first player to reach the end by moving across the board while perform a variety of exercises from square one to the final square. The exercise selection are following the ACSM’s exercise prescription guidelines comprises basic movements using elastic bands and free weight exercise guidance provided in the game set, ensuring accessibility andeffectiveness for disabled players. Symbolic elements from Sarawak landmark like Pan Borneo and Rajang River add to the experience, representing setbacks and progress, respectively. To access exercise instructions, players can scan QR codes on the manual making it convenient and inclusive for all. By gamifying exercise and social interaction, the game promotes inclusivity and allows players with disabilities to participate alongside friendsand support groups (Lee, Martinez, & Robinson, 2023). Regular game play encourages low- impact physical movements, improving strength, flexibility and also coordination. Research on well-being to measure the effectiveness of this product on people with disabilities is still under the proposal process. The boardgame combats sedentary lifestyles associated with prolonged bed rest, commonly faced by individuals with disabilities. With its focus on fun and camaraderie, it encourages players to actively pursue physical activity.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Kram, Suhardi
suhardikram@uitm.edu.my
Sullah, Abbylolita
abbylolita384@uitm.edu.my
Mohd Sanif, Siti Nurr Atika
atika752@uitm.edu.my
Nikol, Luke
luke@uitm.edu.my
Che Abu Shafie, Asmalini
asmalini@uitm.edu.my
Jemat Anchang, Gordon Nicolaus
gordon@uitm.edu.my
Jeck, Ashley Irenaeus
UNSPECIFIED
Contributors:
Contribution
Name
Email / ID Num.
Advisor
Said, Roshima
roshima712@uitm.edu.my
Chief Editor
Yusoff, Siti Norfazlina
fazlina836@uitm.edu.my
Subjects: L Education > LB Theory and practice of education > Educational technology
L Education > LB Theory and practice of education > Learning. Learning strategies
Divisions: Universiti Teknologi MARA, Kedah > Sg Petani Campus
Journal or Publication Title: International Exhibition & Symposium On Productivity, Innovation, Knowledge & Education
ISSN: 9789672948568
Page Range: pp. 251-254
Keywords: Boardgame, Disabilities, Physical activity, Inclusivity, Exercise gamification
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/126926
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