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间歇性运动和基于动作的电子游戏休息对青春期前儿童数学成绩的急性影响。

Acute Effect of Intermittent Exercise and Action-Based Video Game Breaks on Math Performance in Preadolescent Children.

作者信息

Block Shannon S, Tooley Trevor R, Nagy Matthew R, O'Sullivan Molly P, Robinson Leah E, Colabianchi Natalie, Hasson Rebecca E

机构信息

1 University of Michigan.

出版信息

Pediatr Exerc Sci. 2018 Aug 1;30(3):326-334. doi: 10.1123/pes.2017-0183. Epub 2018 Feb 27.

Abstract

PURPOSE

The purpose of this study was to compare the acute effects of video game breaks and intermittent exercise breaks, performed at varying intensities, on math performance in preadolescent children.

METHODS

A total of 39 children (18 males and 21 females; aged 7-11 y) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity exercise breaks or 20 two-minute sedentary computer game breaks. The intensity of exercise breaks for the low-, moderate-, and high-intensity conditions corresponded with 25%, 50%, and 75% of heart rate reserve, respectively. Math performance was assessed 3 times throughout each condition day using a 90-second math test consisting of 40 single-digit addition and subtraction questions.

RESULTS

There were no significant differences in percent change in math scores (correct answers out of attempted) by condition [low: -1.3 (0.8), moderate: 0.1 (1.3), high: -1.8 (0.7), and computer: -2.5 (0.8); P > .05]. There were significant differences in percent change in math scores over the course of the condition days with lower math scores reported at end-of-day test compared with midday test [-2.4 (0.5) vs -0.4 (0.3); P = .01]. There were no significant condition × time, time × age, condition × age, or condition × time × age interactions (all Ps > .05).

CONCLUSION

Action-based video game and exercise breaks elicit the same level of math performance in children; however, time of day may impact this relationship. These findings may have important implications for instructional time in elementary classrooms.

摘要

目的

本研究旨在比较不同强度的电子游戏休息和间歇运动休息对青春期前儿童数学成绩的急性影响。

方法

共有39名儿童(18名男性和21名女性;年龄7 - 11岁)以随机顺序完成4种实验条件:8小时久坐,期间穿插20次两分钟的低强度、中等强度或高强度运动休息,或20次两分钟的久坐电脑游戏休息。低强度、中等强度和高强度条件下的运动休息强度分别对应心率储备的25%、50%和75%。在每个条件日中,使用由40道一位数加减法问题组成的90秒数学测试对数学成绩进行3次评估。

结果

各条件下数学成绩的百分比变化(尝试回答中的正确答案)无显著差异[低强度:-1.3(0.8),中等强度:0.1(1.3),高强度:-1.8(0.7),电脑游戏:-2.5(0.8);P > 0.05]。在各条件日过程中,数学成绩的百分比变化存在显著差异,与午间测试相比,日终测试时的数学成绩较低[-2.4(0.5)对-0.4(0.3);P = 0.01]。不存在显著的条件×时间、时间×年龄、条件×年龄或条件×时间×年龄交互作用(所有P值> 0.05)。

结论

基于动作的电子游戏休息和运动休息对儿童数学成绩的影响水平相同;然而,一天中的时间可能会影响这种关系。这些发现可能对小学课堂的教学时间具有重要意义。

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