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The Impact of a School-Based Active Video Game Play Intervention on Children's Physical Activity During Recess

机译:基于学校的主动视频游戏玩法干预对儿童在休息期间进行体育锻炼的影响

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Purpose. To assess physical activity levels during active video game play over time and compare this to ‘free play’ associated with recess activity in a sample of British primary school children over a 6-week period. Basic procedures. Thirty children (ages 10-11, 12 boys, 18 girls) from central England were randomly selected to participate in a 6 week, recess based, active video gaming intervention (n = 15) or act as controls (n = 15). Repeated measures analysis of covariance (controlling for body fatness) was used to examine any differences in physical activity, determined by pedometry and heart rate monitoring over time and between intervention and control groups. Main Findings. Children in the intervention accumulated significantly greater steps/day than the control group during the first week of the intervention. This pattern was reversed at the mid and end points of the intervention (p = .03). Irrespective of time point, children engaging in active video game play spent a lesser percentage of time engaged in MVPA than the controls undertaking ‘traditional’ recess activity (p = .0001). Conclusions. Active video game play does not appear to be a sustainable means to enhance children's physical activity. Although physical activity (steps/min) was greater on initial presentation of active video games compared to ‘traditional’ recess activity, this appears to be an acute effect.
机译:目的。为了评估一段时间内在活跃视频游戏中的体力活动水平,并将其与在6周内对英国小学生进行的抽样活动相关的“自由活动”进行比较。基本程序。来自英格兰中部的30名儿童(10-11岁,男孩12岁,女孩18岁)被随机选择参加为期6周的基于课间休息的主动视频游戏干预(n = 15)或作为对照(n = 15)。通过协方差的重复测量分析(控制身体脂肪)来检查身体活动的任何差异,这些差异是通过随时间推移以及干预组和对照组之间的计步法和心率监测确定的。主要发现。干预的儿童在干预的第一周内每天积累的步数明显高于对照组。这种模式在干预的中点和终点都相反(p = .03)。无论哪个时间点,从事视频游戏的儿童所花的MVPA时间所占的时间比例要比从事“传统”课余活动的控件所花费的时间所占的比例低(p = .0001)。结论。主动玩电子游戏似乎并不是增强儿童体育锻炼的可持续手段。尽管与“传统的”隐性活动相比,活动视频游戏的初始演示中的体力活动(步数/分钟)更大,但这似乎是一种急性效应。

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