Department of Physical Education and Sport Science, University of Thessaly, 42100 Trikala, Greece.
Int J Environ Res Public Health. 2023 Jan 20;20(3):1902. doi: 10.3390/ijerph20031902.
Two studies were conducted to examine the acute effects of exergaming on students' executive functions and to explore their situational interest regarding these games in elementary physical education. The first study involved a two-group, repeated measures, cross-over quasi-experimental design. Participants were 74 (36 boys) fourth- and fifth-grade students who were assigned to the experimental (38 students) and the waiting list control (36 students) group. The single physical education session with exergames was first implemented with the initial experimental group and after the post-test, the waiting list control group received the intervention. In the second study, a pre-test post-test, within-subjects design was involved with the experimental group students (48 fourth- and fifth-grade students, 27 boys) who participated in a booster single physical education session with exergames two months after their involvement in a four-week intervention with cognitively challenging physical activity games. Both studies involved pre- and post-intervention measures for executive functions using the design fluency test and a post-test measure for situational interest. During the acute session, students had to follow the movements of an on-screen dancing character in time to a chosen song of the Just Dance 2015 exergame. The results of the first study showed that experimental group students improved significantly from pre- to post-test their scores in design fluency and in cognitive flexibility and in the total score of the design fluency test and their improvements were higher compared to the waiting list control group. The waiting list control group students, after receiving the acute session with exergames, significantly improved their scores in design fluency, inhibition, and cognitive flexibility and in the total score of the design fluency test compared to their pre-intervention scores. Moreover, the second study showed that students' total score in the design fluency test improved significantly from pre- to post-intervention. In both studies, students reported generally high scores in all subscales of the situational interest questionnaire. These results suggested that an acute exergame-based physical education session attracted students' interest and positively triggered their executive functions.
两项研究旨在考察运动游戏对学生执行功能的急性影响,并探索他们在小学体育教育中对这些游戏的情境兴趣。第一项研究采用了两组、重复测量、交叉准实验设计。参与者是 74 名(36 名男生)四年级和五年级学生,他们被分配到实验组(38 名学生)和等待名单对照组(36 名学生)。首先对实验组进行了一次有运动游戏的单一体育课,在进行完后测后,等待名单对照组接受了干预。在第二项研究中,实验组(48 名四年级和五年级学生,27 名男生)学生采用了前测-后测、被试内设计,他们在参与了四周具有认知挑战性的身体活动游戏的干预后两个月,又参加了一次增强型单一运动游戏课。这两项研究都在前测和后测中对执行功能进行了测量,使用设计流畅性测试和情境兴趣的后测。在急性课程中,学生必须根据屏幕上跳舞角色的动作,按照选择的《舞力全开 2015》运动游戏歌曲的节奏进行。第一项研究的结果表明,实验组学生在设计流畅性和认知灵活性以及设计流畅性测试的总分方面,从前测到后测都有显著提高,与等待名单对照组相比,他们的提高幅度更高。等待名单对照组学生在接受运动游戏的急性课程后,在设计流畅性、抑制和认知灵活性以及设计流畅性测试的总分方面,与前测成绩相比,都有显著提高。此外,第二项研究还表明,学生在设计流畅性测试中的总分从干预前到干预后都有显著提高。在这两项研究中,学生在情境兴趣问卷的所有分量表中都报告了较高的分数。这些结果表明,一次急性运动游戏为基础的体育课吸引了学生的兴趣,并积极触发了他们的执行功能。