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电子互动游戏对弱势群体儿童课堂行为、努力程度和健康状况的影响。

Effect of Active Videogames on Underserved Children's Classroom Behaviors, Effort, and Fitness.

作者信息

Gao Zan, Lee Jung Eun, Pope Zachary, Zhang Dachao

机构信息

1 School of Kinesiology, University of Minnesota , Minneapolis, Minnesota.

2 Department of Applied Human Sciences, University of Minnesota , Duluth, Minnesota.

出版信息

Games Health J. 2016 Oct;5(5):318-324. doi: 10.1089/g4h.2016.0049. Epub 2016 Sep 30.

Abstract

OBJECTIVE

The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness.

MATERIALS AND METHODS

A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance). Specifically, students participated in a 50-minute weekly AVG program at school for 6 weeks. Children's academic effort was evaluated by classroom teachers using a validated scale that assessed activity, attention, conduct, and social/emotional behavior. Moreover, children's classroom behavior was observed immediately before and after each AVG session by trained researchers. Finally, cardiovascular fitness was also measured.

RESULTS

A paired t-test was used to assess teacher-rated student effort, while one-way (gender) analysis of variance (ANOVA) with repeated measures was performed to analyze children's on-task classroom behavior. There was a significant effect on children's effort between the first (mean = 3.24, SD = 0.75) and last week (mean = 3.41, SD = 0.73) assessments, t = 2.42, P = 0.02. In addition, there was a significant effect on classroom behavior, F = 33.103, P < 0.01. In detail, children scored significantly higher on on-task behavior during the post-AVG observation (mean = 81.4, SD = 12.3) than seen during the pre-AVG observation (mean = 69.8, SD = 14.9). However, no main effect was indicated for gender, F = 0.39, P = 0.54. No significant improvement in cardiovascular fitness was observed, although slight improvements were seen.

CONCLUSION

Offering an AVG program at school could improve underserved minority children's classroom on-task behavior and academic effort. Future studies may include a control group to further confirm the effectiveness of AVG activities. Practical implications for educators and other stakeholders are provided.

摘要

目的

本研究旨在探讨电子竞技游戏(AVG)对服务不足的少数族裔儿童在课堂上的专注行为、学业努力程度和健康状况的影响。

材料与方法

采用单组前后测重复测量设计。2013年秋季,一所服务不足的城市小学三个班级的95名四年级儿童(57名男生,38名女生;96%为少数族裔)参加了教师监督的AVG活动(如Wii体育、Xbox Just Dance)。具体而言,学生们每周在学校参加一次50分钟的AVG项目,共持续6周。课堂教师使用经过验证的量表对儿童的学业努力程度进行评估,该量表评估活动、注意力、行为和社会/情感行为。此外,经过培训的研究人员在每次AVG课程前后立即观察儿童的课堂行为。最后,还测量了心血管健康状况。

结果

采用配对t检验评估教师评定的学生努力程度,同时进行重复测量的单因素(性别)方差分析(ANOVA)以分析儿童在课堂上的专注行为。第一次(均值=3.24,标准差=0.75)和最后一次(均值=3.41,标准差=0.73)评估之间,对儿童的努力程度有显著影响,t=2.42,P=0.02。此外,对课堂行为有显著影响,F=33.103,P<0.01。详细而言,儿童在AVG课程后的观察中专注行为得分(均值=81.4,标准差=12.3)显著高于AVG课程前的观察得分(均值=69.8,标准差=14.9)。然而,未发现性别主效应,F=0.39,P=0.54。虽有轻微改善,但未观察到心血管健康状况有显著改善。

结论

在学校提供AVG项目可以改善服务不足的少数族裔儿童在课堂上的专注行为和学业努力程度。未来的研究可能包括一个对照组,以进一步证实AVG活动的有效性。为教育工作者和其他利益相关者提供了实际意义。

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