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Efficient and Effective Change Principles in Active Videogames.活跃电子游戏中的高效变革原则
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2
Preschool motor development predicting high school health-related physical fitness: a prospective study.学前运动发育对高中阶段健康相关身体素质的预测作用:一项前瞻性研究
Percept Mot Skills. 2014 Aug;119(1):279-91. doi: 10.2466/10.25.PMS.119c16z8.
3
Associations between young children's perceived and actual ball skill competence and physical activity.幼儿对球技能力的感知与实际球技能力和身体活动之间的关联。
J Sci Med Sport. 2015 Mar;18(2):167-71. doi: 10.1016/j.jsams.2014.03.001. Epub 2014 Mar 12.
4
Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.开发和使用主动游戏和运动观察工具(OTAGM)来测量儿童在积极玩视频游戏时的运动技能成分。
Percept Mot Skills. 2013 Dec;117(3):935-49. doi: 10.2466/03.25.PMS.117x28z4.
5
Face validity and reliability of a pictorial instrument for assessing fundamental movement skill perceived competence in young children.一种用于评估幼儿基本运动技能感知能力的图片工具的表面效度和信度。
J Sci Med Sport. 2015 Jan;18(1):98-102. doi: 10.1016/j.jsams.2013.12.004. Epub 2014 Jan 2.
6
Active gaming as a mechanism to promote physical activity and fundamental movement skill in children.主动式游戏作为促进儿童身体活动和基本运动技能的一种机制。
Front Public Health. 2013 Dec 24;1:74. doi: 10.3389/fpubh.2013.00074. eCollection 2013.
7
Interrater reliability assessment using the Test of Gross Motor Development-2.使用《粗大运动发育测试-2》进行评分者间信度评估。
J Sci Med Sport. 2014 Nov;17(6):667-70. doi: 10.1016/j.jsams.2013.09.013. Epub 2013 Oct 18.
8
Australian children lack the basic movement skills to be active and healthy.澳大利亚儿童缺乏保持活跃和健康所需的基本运动技能。
Health Promot J Austr. 2013 Aug;24(2):82-4. doi: 10.1071/HE12920.
9
Thirteen-year trends in child and adolescent fundamental movement skills: 1997-2010.儿童和青少年基本运动技能 13 年趋势:1997-2010 年。
Med Sci Sports Exerc. 2013 Oct;45(10):1965-70. doi: 10.1249/MSS.0b013e318295a9fc.
10
The promise of exergames as tools to measure physical health.运动游戏作为测量身体健康工具的前景。
Entertain Comput. 2011 Jan 1;2(1):17-21. doi: 10.1016/j.entcom.2011.03.008.

玩主动式电子游戏可能无法培养运动技能:一项干预试验。

Playing Active Video Games may not develop movement skills: An intervention trial.

作者信息

Barnett Lisa M, Ridgers Nicola D, Reynolds John, Hanna Lisa, Salmon Jo

机构信息

Deakin University, School of Health and Social Development, Burwood Hwy, Burwood, VIC, Australia.

Deakin University, Centre for Physical Activity and Nutrition Research, School of Exercise and Nutrition, Burwood Hwy, Burwood, VIC, Australia.

出版信息

Prev Med Rep. 2015 Aug 13;2:673-8. doi: 10.1016/j.pmedr.2015.08.007. eCollection 2015.

DOI:10.1016/j.pmedr.2015.08.007
PMID:26844136
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4721351/
Abstract

BACKGROUND

To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills.

METHODS

Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion.

RESULTS

Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities.

CONCLUSIONS

Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

摘要

背景

研究玩体育类体感游戏对儿童实际的和感知到的物体控制技能的影响。

方法

2012年,干预组儿童玩体育类体感游戏6周(每周1小时)。使用粗大运动发育测试第二版评估物体控制技能。使用感知运动技能能力图片量表评估感知到的物体控制技能。对整个样本的物体控制和感知到的物体控制进行重复测量,采用线性混合模型分析,该模型包括组(干预组或对照组)和时间(干预前和干预后)的固定效应及其交互作用。第一个模型仅对性别进行了调整,第二个模型还对年龄以及之前的球类运动经历(是/否)进行了调整。在项目结束后,对干预组儿童进行了7次混合性别焦点讨论。

结果

95名4至8岁(平均年龄6.2岁,标准差0.95)的澳大利亚儿童参与了研究(55%为女孩;43%为干预组)。物体控制技能随时间有所提高(p = 0.006),但两组之间在提高程度上没有显著差异(p = 0.913)(预测均值:对照组从31.80提高到33.53,标准误=0.748;干预组从30.33提高到31.83,标准误=0.835)。第二个模型得到了类似结果。同样,在模型1(预测均值:对照组:从19.08到18.68,标准误=0.362;干预组从18.67到18.88,标准误=0.406)和模型2中,干预均未改变感知到的物体控制。孩子们觉得干预活动很有趣,但大多数人并未察觉到体感游戏与“现实生活”活动之间有直接等同性。

结论

虽然玩体育类体感游戏可能有助于让儿童接触运动,但如此时长的游戏不太可能提升技能。