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常规网球训练之外增加运动游戏可改善儿童的认知运动功能,但可能会暂时影响网球技术:一项单盲随机对照试验。

Additional Exergames to Regular Tennis Training Improves Cognitive-Motor Functions of Children but May Temporarily Affect Tennis Technique: A Single-Blind Randomized Controlled Trial.

作者信息

Šlosar Luka, de Bruin Eling D, Fontes Eduardo Bodnariuc, Plevnik Matej, Pisot Rado, Simunic Bostjan, Marusic Uros

机构信息

Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia.

Institute of Human Movement Sciences and Sport, Department Health Sciences and Technology, ETH Zurich, Zurich, Switzerland.

出版信息

Front Psychol. 2021 Mar 15;12:611382. doi: 10.3389/fpsyg.2021.611382. eCollection 2021.

DOI:10.3389/fpsyg.2021.611382
PMID:33790833
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8005621/
Abstract

This study evaluated the effects of an exergame program (TennisVirtua-4, Playstation Kinect) combined with traditional tennis training on autonomic regulation, tennis technique, gross motor skills, clinical reaction time, and cognitive inhibitory control in children. Sixty-three children were randomized into four groups (1st - two exergame and two regular trainings sessions/week, 2nd - one exergame and one regular training sessions/week, 3rd - two regular trainings sessions/week, and 4th - one regular training session/week) and compared at baseline, 6-month immediately post intervention and at 1-year follow-up post intervention. At 6-month post intervention the combined exergame and regular training sessions revealed: higher breathing frequency, heart rate (all s ≤ 0.001) and lower skin conductance levels ( = 0.001) during exergaming; additional benefits in the and elements of the tennis and technique (all s ≤ 0.001); negative impact on the and the elements (all s ≤ 0.017); higher ball skills (as part of the gross motor skills) ( < 0.001); higher percentages of clinical reaction time improvement (1st -9.7% vs 3rd group -7.4% and 2nd -6.6% vs 4th group -4.4%, all s ≤ 0.003) and cognitive inhibitory control improvement in both congruent (1st -20.5% vs 3rd group -18.4% and 2nd -11.5% vs 4th group -9.6%, all s ≤ 0.05) and incongruent (1st group -19.1% vs 3rd group -12.5% and 2nd group -11.4% vs 4th group -6.5%, all s ≤ 0.001) trials. The 1-year follow-up test showed no differences in the tennis technique, clinical reaction time and cognitive inhibitory control improvement between groups with the same number of trainings per week. The findings support exergaming as an additional training tool, aimed to improve important cognitive-motor tennis skills by adding dynamics to the standardized training process. Caution should be placed to planning this training, e.g., in a mesocycle, since exergaming might decrease the improvement of specific tennis technique parts of the trainees. (ClinicalTrials.gov; ID: NCT03946436).

摘要

本研究评估了一款体感游戏程序(TennisVirtua - 4,PlayStation Kinect)与传统网球训练相结合对儿童自主调节、网球技术、大肌肉运动技能、临床反应时间和认知抑制控制的影响。63名儿童被随机分为四组(第一组——每周进行两次体感游戏和两次常规训练,第二组——每周进行一次体感游戏和一次常规训练,第三组——每周进行两次常规训练,第四组——每周进行一次常规训练),并在基线、干预后立即6个月以及干预后1年随访时进行比较。在干预后6个月时,体感游戏和常规训练相结合的组显示:在进行体感游戏期间呼吸频率、心率更高(所有P≤0.001),皮肤电导率水平更低(P = 0.001);在网球击球和移动技术的击球和移动要素方面有额外益处(所有P≤0.001);对击球和移动要素有负面影响(所有P≤0.017);球技更高(作为大肌肉运动技能的一部分)(P<0.001);临床反应时间改善的百分比更高(第一组 - 9.7% 对比第三组 - 7.4% 以及第二组 - 6.6% 对比第四组 - 4.4%,所有P≤0.003),并且在一致试验(第一组 - 20.5% 对比第三组 - 18.4% 以及第二组 - 11.5% 对比第四组 - 9.6%,所有P≤0.05)和不一致试验(第一组 - 19.1% 对比第三组 - 12.5% 以及第二组 - 11.4% 对比第四组 - 6.5%,所有P≤0.001)中认知抑制控制均有改善。1年随访测试显示,每周训练次数相同的组之间在网球技术、临床反应时间和认知抑制控制改善方面没有差异。研究结果支持将体感游戏作为一种额外的训练工具,旨在通过为标准化训练过程增添动态性来提高重要的认知 - 运动网球技能。在规划这种训练时应谨慎,例如在一个中周期内,因为体感游戏可能会降低受训者特定网球技术部分的改善程度。(ClinicalTrials.gov;标识符:NCT03946436)

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