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积极的电子游戏和运动、玩耍和积极的娱乐活动对儿童体育课儿童健康相关健身和享受的影响。

Effects of Active Videogame and Sports, Play, and Active Recreation for Kids Physical Education on Children's Health-Related Fitness and Enjoyment.

机构信息

1 Department of Kinesiology and Physical Education, Valdosta State University , Valdosta, Georgia .

2 Department of Teaching and Learning, University of South Florida , Tampa, Florida.

出版信息

Games Health J. 2017 Oct;6(5):312-318. doi: 10.1089/g4h.2017.0001. Epub 2017 Jul 13.

Abstract

OBJECTIVE

The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment.

MATERIALS AND METHODS

A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20.1) were assigned to a SPARK physical education group, while the fourth graders (N = 36, mean age = 10.2 years, 15 boys, mean BMI = 20.3) were enrolled in the Kinect AVG group. The intervention lasted for 6 weeks, with each week including three practice sessions (∼40 minutes per session). All participants were measured on their health-related fitness by testing their performance in the 15-m Progressive Aerobic Cardiovascular Endurance Run (PACER), curl-ups, and push-ups both before and after the interventions. Participants' PA enjoyment was measured immediately after the first and last session's practice. Various ANCOVA tests were conducted to analyze the intervention effects on the changes of health-related fitness performances and enjoyment while controlling for baseline values, gender, and BMI. Various MANOVA tests were used to examine the intervention effects on PA levels during three practice sessions.

RESULTS

Participants in AVG group had greater improvement in 15-m PACER test (P < 0.001), as well as PA enjoyment (P < 0.05), than those in SPARK group. The AVG group generated higher light PA and lower sedentary time for three (P < 0.05 to P < 0.001) and two sessions (P < 0.05 and P < 0.001), respectively. In addition, the AVG group accumulated higher moderate-to-vigorous physical activity (MVPA) for the first session (P < 0.01), while the SPARK group generated higher MVPA for the third session (P < 0.001). No MVPA difference was found between groups for another session.

CONCLUSION

A 6-week (40 minutes × 3 times/week) program using AVG could be an effective strategy in improving children's cardiorespiratory fitness while maintaining PA enjoyment.

摘要

目的

本研究旨在比较 Kinect 运动游戏(AVG)和 Sports, Play, and Active Recreation for Kids(SPARK)干预对改善儿童健康相关体能和体育活动(PA)享受的影响。

材料和方法

共有来自农村小学三、四年级的 65 名学生参加了这项研究。三年级学生(N=29,平均年龄 9.1 岁,10 名男生,平均体重指数[BMI]为 20.1)被分配到 SPARK 体育课组,而四年级学生(N=36,平均年龄 10.2 岁,15 名男生,平均 BMI 为 20.3)被纳入 Kinect AVG 组。干预持续 6 周,每周进行 3 次练习(每次约 40 分钟)。所有参与者在干预前后都通过 15 米渐进式有氧运动心血管耐力跑(PACER)、仰卧起坐和俯卧撑测试来衡量他们的健康相关体能。参与者在第一次和最后一次练习后立即测量他们的体育活动享受程度。在控制基线值、性别和 BMI 的情况下,进行各种协方差分析(ANCOVA)测试来分析干预对健康相关体能表现和享受的变化的影响。使用多种多变量方差分析(MANOVA)测试来检验三次练习期间 PA 水平的干预效果。

结果

AVG 组在 15 米 PACER 测试中的改善更为显著(P<0.001),以及 PA 享受程度(P<0.05),高于 SPARK 组。AVG 组在三次(P<0.05 至 P<0.001)和两次练习(P<0.05 和 P<0.001)中产生更高的轻度 PA 和更低的久坐时间。此外,AVG 组在第一次练习中积累了更高的中等至剧烈体力活动(MVPA)(P<0.01),而 SPARK 组在第三次练习中产生了更高的 MVPA(P<0.001)。在另一次练习中,两组之间没有发现 MVPA 差异。

结论

使用 AVG 进行为期 6 周(每周 40 分钟×3 次/周)的计划可以是提高儿童心肺健康的有效策略,同时保持 PA 享受。

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