Ng Jonathan Leo, Button Chris
Department of Health, Physical Education, and Sport, School of Education, College of Design and Social Context, RMIT University, Melbourne, VIC, Australia.
School of Physical Education, Sport, and Exercise Sciences, Division of Sciences, University of Otago, Dunedin, Otago, New Zealand.
Front Bioeng Biotechnol. 2023 Apr 18;11:1094469. doi: 10.3389/fbioe.2023.1094469. eCollection 2023.
The assessment of children's motor competence is an important concern as physical inactivity has been linked with poor movement quality and aspects of well-being such as low self-esteem. The General Movement Competence Assessment (GMCA) is a new instrument that was developed using active video gaming technology. Confirmatory factor analysis was conducted to examine the internal validity of the GMCA in a sample of 253 typically developing children (135 boys and 118 girls), aged 7-12 years old (9.9 ± 1.6 years). Further, a second-order confirmatory factor analysis examined how the four constructs fit onto the higher-order variable of movement competence. Results revealed that the first-order four-construct model of the GMCA was a good fit (CFI 0.98; TLI 0.98; RMSEA 0.05). The second-order confirmatory factor analysis revealed that the four constructs loaded directly onto movement competence. It accounted for 95.44% of the variance which is approximately 20% more than the first-order model. The internal structure of the GMCA identified four constructs of movement competence (i.e., stability, object-control, locomotion and dexterity) based on the study sample. Performance trends in the general movement competence assessment support empirical evidence that movement competence improves as children age. Results suggest that active video games have considerable potential to help assess general motor competency in the wider population. Future work may consider the sensitivity of motion-sensing technologies in detecting developmental changes over time.
儿童运动能力评估是一个重要关注点,因为缺乏身体活动与运动质量差以及诸如自卑等幸福感方面存在关联。通用运动能力评估(GMCA)是一种利用主动视频游戏技术开发的新工具。在253名7至12岁(平均9.9±1.6岁)发育正常的儿童样本(135名男孩和118名女孩)中进行了验证性因素分析,以检验GMCA的内部效度。此外,二阶验证性因素分析考察了这四个构念如何适配到运动能力这个高阶变量上。结果显示,GMCA的一阶四构念模型拟合良好(CFI 0.98;TLI 0.98;RMSEA 0.05)。二阶验证性因素分析表明,这四个构念直接负载于运动能力之上。它解释了95.44%的方差,比一阶模型约多20%。基于研究样本,GMCA的内部结构确定了运动能力的四个构念(即稳定性、物体控制、移动和灵巧性)。通用运动能力评估中的表现趋势支持了运动能力随儿童年龄增长而提高的实证证据。结果表明,主动视频游戏在帮助评估更广泛人群的一般运动能力方面具有相当大的潜力。未来的工作可以考虑运动传感技术在检测随时间变化的发育变化方面的敏感性。