The Exercise Through Games project brings exergaming to schools and teaching

13.3.2025 12.05Updated: 26.3.2025 7.34
iWall is one of the exercise gaming solutions utilized in the Exercise Through Games project.

Different ways of experiential and stimulating teaching have long been used in education. Now, various exercise games are being tested at schools and day-care centres in Espoo. At Viherlaakso School, the so-called exergames have already netted positive impacts.

In spring 2024, Viherlaakso School introduced the iWall exergaming wall, which is a digital exercise gaming device produced by Finnish CSE Entertainment Ltd. Viherlaakso has also actively utilised other products for exergaming, such as Kinect on Xbox, which is used to play dance games.

According to Tuukka Kallio, a class teacher and coordinator of learning technology development at Viherlaakso School, the spark for the exergaming experiment came from similar experiments at Ruusutorppa School. Kallio says that the school had a clear vision for the technology and how it can be creatively used for all kinds of activities.

"We feel that digital tools can be used for more than just writing or storing files in the cloud. These are tools that can energise the day-to-day school life, develop collective comfort and make teaching more experiential."

Viherlaakso School is one of the schools participating in the City of Espoo's Exercise Through Games project that pilots exergaming. Exergaming refers to a form of digital gameplay where the player's own body acts as the game controller.

The Exercise Through Games project aims to increase physical activity among Espoo residents in early childhood education, basic education and upper secondary education units. The experiments also examine whether digital exergames can be used to support learning, for example as part of lessons or recesses.

Smart floors and exergaming walls invigorate the teaching of different subjects

In the math classes at Viherlaakso School, pupils get to learn multiplication by jumping over obstacles on a smart floor—in addition to traditional multiplication calculations.

"This way, the pupils move while learning, which helps them get through the school day," Kallio says.

The iWall exergaming wall is in versatile use at Viherlaakso School. It is used in lessons, recesses and as a reward for successful work.

"The iWall has also been used pedagogically as part of multidisciplinary learning modules. For example, the Nordic Country project used it to go ski jumping in Holmenkollen, alpine skiing in Åre and kayaking in Latvia. This has allowed us to showcase what different countries are famous for and resemble the actual experience at school," Kallio describes.

Games for traditional sports, such as football and disc golf, have been the most popular among the pupils. According to Kallio, platformers and balance games that require you to reach different positions and challenge your motor skills also interest them.

Interactive smart floors can bring physical activity experiences even to small spaces.

Strengthening team spirit is one of the best aspects of exergaming: "Sometimes the pupils are so out of breath that you have to take breaks"

The different exergames can be played alone or in a pair. While sociality and fun play a key role, there is no escaping sweating and putting in the effort.

"Sometimes the pupils are so out of breath that you have to take breaks, but there are also less active games," Kallio says.

In Kallio's mind, improving team spirit, increasing comfort and grouping are the best aspects of exercise games. Exergaming creates groups that would not normally be formed, and it helps those who are more passive and quieter during the lessons to shine.

Viherlaakso School has also seen that exergames motivate pupils to school and learning on a wider scale.

"Pupils who are not specifically motivated by completing assignments have put in the effort to play the exergames. If, for example, doing homework has been challenging, this has been a bigger motivator for many to do it five times in a row," Kallio says.

Exergames bring the joy of physical activity to people who enjoy moving in different ways.

"Your face is not fixed on the screen when playing, but you are constantly moving and immersing in the experience. I see it as a communal experience that pupils play together."

Ease of use and versatility are the strengths of exergames

Digital devices may seem demanding to learn and use at first. However, Kallio says that there is no cause for concern.

"There was no need for in-depth training to learn how to use it. Going through the list of games was enough, and most pupils had already seen them elsewhere."

The iWall exergaming wall offers a wide range of tools for making teaching experiential and bringing activity to the school day. Kallio recalls that similar solutions have been used for a long time to stimulate learning and the everyday life at school.

"With exergaming devices, the solution just happens to be digital. Before, we used to tape multiplication table answers to the walls of the gymnasium and throw balls at them. Now it's much easier when the game is ready for use on a device."

Exergaming experiments will continue in Espoo education and teaching units throughout 2025. Learn more about the Exercise Through Games project here.

The project Exercise Throuhg Games is funded by the government Get Finland Moving programme, which aims to increase physical activity across all age groups (www.suomiliikkeelle.fi(external link, opens in a new window)).