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Purpose: Active video gaming (AVG) is used in physical therapy (PT) to treat individuals with a variety of diagnoses across the lifespan. The literature supports improvements in balance, cardiovascular endurance, and motor control; however, evidence is lacking regarding the implementation of AVG in PT education. This study investigated doctoral physical therapy (DPT) students' confidence following active exploration of AVG systems as a PT intervention in the United States.

Methods: This pretest-posttest study included 60 DPT students in 2017 (Cohort 1) and 55 students in 2018 (Cohort 2) enrolled in a problem-based learning curriculum. AVG systems were embedded into patient cases and 2 interactive laboratory classes across 2 consecutive semesters (April-December 2017 and April-December 2018). Participants completed a 31-question survey before the intervention and 8 months later. Students' confidence was rated for general use, game selection, plan of care, set-up, documentation, setting, and demographics. Descriptive statistics and the Wilcoxon signed-rank test were used to compare differences in confidence pre- and post-intervention.

Results: Both cohorts showed increased confidence at the post-test (cohort 1: pre-test, median [IQR]=57.1 [44.3-63.5]), post-test, median [IQR]=79.1 [73.1-85.4]; cohort 2: pre-test, median [IQR]=61.4 [48.0-70.7], post-test, median [IQR]=89.3 [80.0-93.2]). Cohort 2 was significantly more confident at baseline than cohort 1 (P


Journal of Educational Evaluation for Health Professions (JEEHP) is an open access journal. Articles are distributed under the terms of the Creative Commons Attribution License.

Version posted is the Epub ahead of print April 26, 2022.






Journal of Educational Evaluation for Health Professions






Korea Health Personnel Licensing Examination Institute

Creative Commons License

Creative Commons Attribution 4.0 International License
This work is licensed under a Creative Commons Attribution 4.0 International License.



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