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使用电子游戏进行口腔运动训练中的运动表现与技能习得:一项初步研究。

Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study.

作者信息

Kumar Abhishek, Munirji Linda, Nayif Sam, Almotairy Nabeel, Grigoriadis Joannis, Grigoriadis Anastasios, Trulsson Mats

机构信息

Division of Oral Diagnostics and Rehabilitation, Department of Dental Medicine, Karolinska Institutet, Huddinge, Sweden.

Department of Orthodontics and Pediatric Dentistry, College of Dentistry, Qassim University, Buraidah, Saudi Arabia.

出版信息

Front Aging Neurosci. 2022 Mar 2;14:730072. doi: 10.3389/fnagi.2022.730072. eCollection 2022.

Abstract

OBJECTIVE

To investigate the effects of oral-motor training with exergames on motor performance and motor skill acquisition in two different age groups.

METHODS

Thirty-two healthy participants were recruited in the current pilot study and divided equally into two groups (Gen Z and Baby Boomers) according to their age. A pair of electromyographic (EMG) electrodes were placed on the participants' masseter muscles. The EMG device communicated Bluetooth with a mobile video game in response to the electromyographic activity of the masseter muscles during clenching. During the experimental session, participants were asked to play a video game in five blocks of 5 min each, with a 3-min break between each time block. The goal of the game was to collect as many coins (game points) as possible and to dodge/avoid upcoming obstacles (game life). Motor performance was assessed by performance scores and the number of game lives. Skill acquisition was measured by task efficiency (ratio of performance scores and number of game lives) across time blocks.

RESULTS

The results of the study showed significantly lower performance scores ( < 0.001), a higher number of game lives ( < 0.001), and lower task efficiency in the Baby Boomer group compared to the Gen Z group. Specifically, the results showed that there was a significant difference in task efficiency between the first and second, third and fourth, fourth- and fifth-time blocks in the Gen Z group ( < 0.002). However, there was only a significant difference between first- and second-time blocks in the Baby Boomer group ( = 1.012), suggesting that skill acquisition in the Baby Boomer group did not change significantly over the course of the time blocks.

CONCLUSION

The study showed higher motor performance and superior motor skill acquisition with novel exergame training in the Gen Z group compared to the Baby Boomer group. The results of the study indicate that there is an improvement in oral motor skills with short-term training, yet the differences in oral motor skills between the two groups are still evident. The Baby Boomer group, unlike the Gen Z group, did not show robust improvement in task efficiency over the course of the series.

摘要

目的

研究使用健身游戏进行口腔运动训练对两个不同年龄组运动表现和运动技能习得的影响。

方法

在当前的初步研究中招募了32名健康参与者,并根据年龄将他们平均分为两组(Z世代和婴儿潮一代)。将一对肌电图(EMG)电极放置在参与者的咬肌上。EMG设备通过蓝牙与一款手机视频游戏通信,以响应咬紧牙关时咬肌的肌电活动。在实验过程中,要求参与者分五个时段玩视频游戏,每个时段5分钟,每个时段之间休息3分钟。游戏的目标是尽可能多地收集硬币(游戏点数)并躲避/避开即将出现的障碍物(游戏生命)。通过表现得分和游戏生命数评估运动表现。通过各时段的任务效率(表现得分与游戏生命数的比率)来衡量技能习得情况。

结果

研究结果显示,与Z世代组相比,婴儿潮一代组的表现得分显著更低(<0.001),游戏生命数更多(<0.001),任务效率更低。具体而言,结果表明Z世代组在第一和第二、第三和第四、第四和第五时段之间的任务效率存在显著差异(<0.002)。然而,婴儿潮一代组仅在第一和第二时段之间存在显著差异(=1.012),这表明婴儿潮一代组在各时段过程中技能习得没有显著变化。

结论

该研究表明,与婴儿潮一代组相比,Z世代组通过新颖的健身游戏训练具有更高的运动表现和更优的运动技能习得。研究结果表明,短期训练可改善口腔运动技能,但两组之间的口腔运动技能差异仍然明显。与Z世代组不同,婴儿潮一代组在该系列过程中任务效率没有显著提高。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/24e2/8924593/cf69f66bb71e/fnagi-14-730072-g001.jpg

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