Primary knowledge is the knowledge for which our cognitive architecture has evolved so that we acquire it quickly and effortlessly. We are intrinsically motivated to process it. Secondary knowledge is the knowledge for which our cognitive architecture has not had enough time to evolve: it requires time, cognitive resources and is hardly motivating. This study proposed to test these evolutionary characteristics using the experimental paradigm of logical reasoning. We conducted five experiments (n = 720) varying (i) the content of syllogisms (primary or secondary knowledge), (ii) the presentation order of the knowledge types, (iii) the added extrinsic cognitive load, and (iv) the type of syllogism. Results showed that primary knowledge increased performance, emotional and cognitive investment and decreased perceived cognitive load. Second, presenting primary knowledge first would encourage participants to be motivated throughout the task, while presenting secondary knowledge first would undermine their motivation. Third, secondary knowledge seemed to lead to a feeling of conflict that consumed cognitive resources. All together, these results suggested that primary knowledge should be taken into account and not left aside because it is something "already learned".
Background: There is ample evidence that most children do not perform enough physical activity (PA). To address this major public health problem, the French government implemented 30 minutes of daily PA (DPA) at schools but did not provide any supplemental resources or concrete guidance. Considering both children’s interest in video games and the need for teachers to complete their curriculum, the use of a learning-based exergame that combines PA and learning appears particularly relevant. Objective: The first objective of this study was to evaluate the feasibility of implementing 30 minutes of DPA through exergaming among school-age children. The second objective was to examine the effects of an exergaming program on physical literacy, academic learning, and soft skills (motivation, self-efficacy, and concentration). Methods: This interventional study had a pre-post design and used the Play LÜ exergame platform. The study included 79 children with a mean age of 8.9 (SD 1.2) years from grade 2 (7 years old) to grade 5 (11 years old). Play LÜ requires players to throw balls against a wall to reach a target or to activate an object and provides an interactive game area for educational activities linked to specific learning themes. After a 4-session familiarization phase during which the teachers chose to prioritize mathematics learning in 30-minute DPA sessions, students took part in DPA sessions over a period of 3 weeks with Play LÜ and a motor skills circuit behind the LÜ setup to keep them continuously active. All sessions were carried out by PA specialists. Each session started with a warm-up using the Grööve application, continued with main activities promoting mathematics learning adapted to each grade level, and ended with a 3-minute meditation for returning to a calm and serene state using the Gaïa application. Before (T0) and after (T1) the program, students completed a self-evaluation booklet to assess their levels of physical literacy, academic performance, and soft skills. Results: The implementation of this exergaming program was welcomed by the school’s administration, teaching staff, and parents. After the program, we observed increased scores for physical literacy (difference +2.6, percentage change +3.6%; W=933.0; P=.002; rrb=−0.39, 95% CI −0.58 to −0.16) and motivation in mathematics (+0.7, +9.8%; W=381.5; P=.005; rrb=−0.44, 95% CI −0.66 to −0.16). In addition, it is important to note that some measures progressed differently across learning levels and age groups. Conclusions: The study results indicate positive impacts of learning-based exergaming on physical literacy and motivation in mathematics among school-age children.