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小组活动与全班性健身游戏对城市少数族裔青少年身体活动、乐趣和自我效能的影响。

Small-Groups Versus Full-Class Exergaming on Urban Minority Adolescents' Physical Activity, Enjoyment, and Self-Efficacy.

出版信息

J Phys Act Health. 2021 Feb 1;18(2):192-198. doi: 10.1123/jpah.2020-0348. Epub 2021 Jan 12.

Abstract

BACKGROUND

The effects of school-based exergaming interventions on adolescents' physical activity (PA) and psychosocial outcomes have been mixed. Researchers speculate this may be attributed to design issues. Therefore, this study examined differences in urban minority adolescents' PA, enjoyment, and self-efficacy during small-groups and full-class exergaming.

METHODS

Forty-seven urban minority adolescents (83% black; X¯age=11.8+1.3 y) completed two 15-minute exergaming sessions on the Xbox One Kinect Just Dance: (1) small groups (n = 3-4) and (2) full class (n = 23-24). Participants' time in sedentary behavior, light PA, and moderate to vigorous PA and steps were retrieved from ActiGraph GT3X+ accelerometers with enjoyment and self-efficacy assessed using validated surveys.

RESULTS

Participants spent significantly more time in sedentary behavior (5.9 [5.2] min vs 3.5 [2.7] min, respectively: P < .001, d = 0.57) and less time in moderate-to-vigorous PA (2.1 [2.8] min vs 5.5 [2.2] min, respectively: P < .001, d = 0.85) during the full-class versus the small-groups session. Moreover, small-groups exergaming resulted in significantly higher steps than the full-class exergaming (504.2 [132.1] vs 387.8 [122.1], respectively: P = .01, d = 0.50) and significantly greater enjoyment (3.5 [1.1] vs 3.2 [1.0], respectively: P = .02, d = 0.37). There were no significant differences between sessions for time in light PA and self-efficacy.

CONCLUSIONS

Small-groups exergaming appears ideal for promoting enjoyable PA at higher intensities and lower sedentary time in underserved minority adolescents.

摘要

背景

基于学校的运动游戏干预对青少年身体活动(PA)和心理社会结果的影响喜忧参半。研究人员推测,这可能归因于设计问题。因此,本研究在小组和全班运动游戏中检查了城市少数族裔青少年 PA、享受和自我效能的差异。

方法

47 名城市少数族裔青少年(83%为黑人;X¯age=11.8+1.3 岁)在 Xbox One Kinect Just Dance 上完成了两次 15 分钟的运动游戏:(1)小组(n=3-4)和(2)全班(n=23-24)。参与者的久坐行为、轻度 PA、中等到剧烈 PA 和步数通过 ActiGraph GT3X+加速度计检索,使用经过验证的调查评估享受和自我效能。

结果

参与者在久坐行为(5.9 [5.2] 分钟与 3.5 [2.7] 分钟,分别:P<.001,d=0.57)和中到剧烈 PA(2.1 [2.8] 分钟与 5.5 [2.2] 分钟,分别:P<.001,d=0.85)中花费的时间明显更长在全班运动游戏中比小组运动游戏。此外,小组运动游戏产生的步数明显高于全班运动游戏(504.2 [132.1] 与 387.8 [122.1],分别:P=.01,d=0.50),享受度也明显更高(3.5 [1.1] 与 3.2 [1.0],分别:P=.02,d=0.37)。两个运动游戏之间在轻度 PA 和自我效能方面没有显著差异。

结论

小组运动游戏似乎是促进服务不足的少数族裔青少年享受更高强度和更低久坐时间的 PA 的理想选择。

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