PHYSICAL EDUCATION AND THE SIXTH SENSE: 2025, A SCENARIO FOR THE FUTURE
by Denis Pasco, European University of Brittany at Brest

(a fiction story based on current, new technology)
Today, in 2025, we no longer live with technology. We live through technology. This process started in 2009 with Pranav Mistry's invention called the Sixth Sense.

The Sixth Sense is a wearable device that offers the opportunity to bring digital objects or information into the real world. Almost two decades ago, in November 2009, Pranam Mistry described this technology as a bridge between the digital world and the physical world. Over millions of years, we have used our five senses to interact with the world around us, explains Pranav Mistry. But, in this interaction, the most useful information that can help us make the right decision is not naturally perceived. This information and knowledge accumulated about everything is available online:

Although the miniaturization of computing devices allows us to carry computers in our pockets, keeping us continually connected to the digital world, there is no link between our digital devices and our interactions with the physical world. Information is confined traditionally on paper or digitally on a screen. Sixth Sense bridges this gap, bringing intangible, digital information out into the tangible world, and allowing us to interact with this information via natural hand gestures. Sixth Sense frees information from its confines by seamlessly integrating it with reality, and thus making the entire world your computer.

This invention became a revolution when we realized that Sixth Sense Technology will affect the way we sense the real world around us. Between 2011 and 2018, Microsoft, Sony, and Nintendo research labs worked on the large diffusion of this technology in industrial societies. In 2025, people live with a sixth sense providing a bridge between the physical world and the digital world. We design what we call mixworlds by adding objects and/or information of the digital world into the real world. Each mixworld is personal and depend on the objects and/or information we add in a specific real world situation. Parents design mixworlds for their children depending on the abilities/capacities they expect them to develop. They also share these mixworlds with other parents in the community. In 2025, children are raised through these mixworlds.

In education, the first issues surrounding this new technology arose when students brought their Sixth Sense in to the classroom. They added digital objects into the real world to play during the class. They answered teachers' knowledge and procedural questions by browsing their digital world. Schools were not prepared to face this new reality. Some adopted conservative responses, prohibiting the Sixth Sense. Newspaper articles tracking school and community responses to the Sixth Sense caught the public's attention and quickly become a societal issue. School boards discussed prohibiting its use; critics claimed it was cheating, while advocates argued that the educational focus no longer should be on memorization in schools, but on using digitally available knowledge for decision-making and problem solving in schools.

The governmental response was global because Sixth Sense promoted mutual understanding among people by solving language problems. Translation was no longer necessary because as you speak in your mother language, Sixth Sense translates into the language you choose in real time. People who were deaf and hard of hearing quickly embraced Sixth Sense, speaking by tapping on their virtual keyboard. The government's global response initiated in 2015 was called, "Life with Sixth Sense Technology." This initiative consisted of two parts: to increase the diffusion of Sixth Sense Technology around the world and to examine how Sixth Sense Technology affected human beings. Government supported research was conducted in many fields to study the impact of this new technology on human beings (or life?).

In education, a worldwide coalition of educational leaders develop a plan called "Sixth Sense Technology: New Ways For Teaching and Learning In Schools." The aim of the program, initiated in 2018, was to increase student learning using Sixth Sense Technology. The plan redefines student and teacher roles in the learning process, providing guidelines for teachers to design Sixth Sense Technology learning environments and supporting teacher training sessions provided by University teacher education programs. Sixth Sense Technology facilitated the transition to constructivist, student-centered, teaching, and learning environments in every subject area. New curricula in mathematics, science, history, and languages, for example, promoted problem solving and assisted students to apply school knowledge in meaningful and useful community environments.

Because Sixth Sense Technology affected the way we sense the real world around us, physical education became a central part of the Sixth Sense Technology, serving as an example of active, student-centered ways of teaching and learning in schools plan. A world-wide coalition of Physical Education leaders designed the first global physical education curriculum implemented in 2020. Today in 2025, this curriculum is composed by all student experiences in physical education mixworlds. These mixworlds are learning environments which include objects and information of both the digital and the real worlds. The content is based on problem solving.

These problems are movement-based. Teachers design mixworlds depending on what they want students to learn. They share their mixworlds with other physical education teachers. In 2025, we teach physical education through these mixworlds. You can create your own or upload mixworlds designed by others. There are mixworlds to learn fitness concepts, games tactics, sports skills, personal and social reasonability, and so on. Students use a set of knowledge available in both the digital and the real world to solve problems. NASPE organizes competitions to challenge physical education teachers on mixworlds. They present and demonstrate their best mixworld.

All students' physical education experiences are available in their own personal digital world. Teachers access these to understand their students' prior experiences and knowledge, and planning curriculum and learning experiences individualized for each student. This access has strongly increased student learning in physical education because teachers design mixworlds based on each students' prior experiences. With the Sixth Sense Technology, physical education teachers' efficiency is based on their ability to put in practice the three "right" rules: provide the right content to the right student at the right time. Students are assessed on their abilities to find and use appropriate knowledge to solve complex problems.

The author would like to thank Pr. C. Ennis (UNCG) who generously made suggestions, comments, and edited English.


Denis Pasco Ph.D., is professor at the European University of Brittany at Brest (France). He holds a Bachelor’s degree from the University of Caen, a master and Ph.D degrees from European University of Brittany at Rennes. He was rank 2 on the National Physical Education Teaching Agregation Diploma. Previously, he held a position at the Department of Physical Education of the École Normale Supérieure de Cachan. His research focuses on the design and the evaluation of Virtual Reality Learning Environments (VRLE).

He has studied the transfer of learning in AréViRoad, a traffic road VRLE to teach drivers how to behave on the road. He has worked on the pedagogical design and evaluation of VirteaSy©, a virtual reality learning environment in implantology and has also collaborated in the design of Platsim, a network driving simulator platform for crisis management.

Professor Pasco has published over 20 research articles in peer-review and professional journals, given 30 presentations in international and national audiences, and has a published chapter in the Handbook of Sport Psychology. He has been an investigator for the European Virtual Reality Lab of the research projects Platsim (1.6 M€), Formarev (53k€) and Didhaptic (15k€). He is a member of the American Educational Research Association (AERA), the Alliance for Health, Physical Education, Recreation, and Dance (AAHPERD), and the French Virtual Reality Research Association (AfRV).

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