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理解教学游戏干预以促进中学生的身体活动。

Teaching Games for Understanding Intervention to Promote Physical Activity among Secondary School Students.

机构信息

Shanghai University of Finance and Economic, Shanghai, China.

Shanghai University of Sport, Shanghai, China.

出版信息

Biomed Res Int. 2018 Aug 9;2018:3737595. doi: 10.1155/2018/3737595. eCollection 2018.

Abstract

OBJECTIVES

This study investigated the effectiveness of Teaching Games for Understanding (TGfU) intervention on the moderate-to-vigorous physical activity (MVPA) levels of students from Grades 9 and 10.

METHODS

A total of 118 students from four classes (two TGfU groups and two technique groups) participated in this study. Accelerometers were used to measure the MVPA time of students, and formal interviews were conducted to identify the factors that contributed to the MVPA level of students in TGfU classes.

RESULTS

The results reveal that the TGfU [ (1, 57) = - 11.622, <.001, and =.841] and technical [ (1, 61) = -4.232, <.001, and =.236] group exhibited significantly improved MVPA levels in intervention phase. During the intervention period, the MVPA time of the TGfU group (M = 20.26, SD = 3.74) was significantly longer than that of the technique group [M = 17.62, SD = 3.37, (1, 118) = 4.023, < .001, and = .35]. Moreover, in the TGfU classes, boys (M=21.476, SD =.719) spent significantly more time engaging in MVPA than girls (M = 19.135, SD = .645) [ (1, 57) = 5.807, p = .019, and = .09]. However, no significant differences were determined between the MVPA levels of high- and low-skilled students. Data gathered through interviews suggested that the nature of the games, the small-sided team, and the freedom and enjoyment experienced by the students through games may explain the high MVPA levels observed in the TGfU classes.

CONCLUSION

TGfU intervention can potentially be used to promote physical activities and attain the recommended MVPA time in PE classes (50% class time).

摘要

目的

本研究旨在探讨理解教学法(TGfU)干预对 9 年级和 10 年级学生中高强度身体活动(MVPA)水平的影响。

方法

共有来自四个班级(两个 TGfU 组和两个技术组)的 118 名学生参与了本研究。使用加速度计来测量学生的 MVPA 时间,并进行正式访谈以确定导致 TGfU 班级学生 MVPA 水平的因素。

结果

结果表明,TGfU[ (1, 57) = -11.622, <.001, and =.841]和技术[ (1, 61) = -4.232, <.001, and =.236]组在干预阶段的 MVPA 水平均显著提高。在干预期间,TGfU 组的 MVPA 时间(M = 20.26,SD = 3.74)显著长于技术组[M = 17.62,SD = 3.37, (1, 118) = 4.023,<.001,and =.35]。此外,在 TGfU 课堂中,男生(M=21.476,SD=.719)比女生(M = 19.135,SD =.645)参与 MVPA 的时间明显更长[ (1, 57) = 5.807,p =.019,and =.09]。然而,高技能和低技能学生的 MVPA 水平之间没有确定显著差异。通过访谈收集的数据表明,游戏的性质、小团体、以及学生通过游戏获得的自由和乐趣可能解释了在 TGfU 课堂中观察到的高水平 MVPA。

结论

TGfU 干预可能被用于促进体育课中的体育活动并达到建议的 MVPA 时间(50%的课堂时间)。

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