Marsigliante Santo, My Giulia, Mazzotta Gianmarco, Muscella Antonella
Department of Biological and Environmental Science and Technologies [DiSTeBA], University of Salento, 73100 Lecce, Italy.
Children (Basel). 2024 Sep 26;11(10):1172. doi: 10.3390/children11101172.
BACKGROUND/OBJECTIVES: Physical inactivity in children can lead to decreased physical fitness and reduced enjoyment of physical activity. This study aimed to evaluate the impact of exergaming on physical fitness, body composition and perceived enjoyment in elementary school children.
Sixty-four male students (mean age 9.5 years) were randomly assigned to an exergaming group (EG, n = 32), engaging in Kinect Adventures three times a week for six months, or a control group (CG, n = 32), which continued standard physical education. Assessments were conducted pre- and post-intervention, including anthropometric measures, physical fitness tests (standing long jump, countermovement jump, sit-and-reach, 20-m sprint), aerobic fitness (20-m shuttle run), and perceived enjoyment measured with the PACES scale.
The EG demonstrated significant reductions in body weight, BMI, and relative fat mass compared to the CG ( < 0.01). Improvements in physical fitness were evident in EG, with increases in standing long jump distance (+12.8%; < 0.0001), countermovement jump height (+65%, < 0.0001), and flexibility (+75%; < 0.0001). Aerobic fitness improved significantly in EG (+87.8m) compared to CG. Perceived enjoyment was notably higher in EG, especially at week three, compared to CG (69.3 ± 5.8 vs. 44.2 ± 11.6; < 0.0001).
Exergaming offers benefits for physical fitness and body composition in children, while also enhancing enjoyment. Incorporating exergames into physical education programs could be an effective strategy for addressing childhood obesity, improving physical skills, and increasing student enjoyment, encouraging long-term physical activity adherence.
背景/目的:儿童缺乏体育活动会导致身体素质下降以及对体育活动的喜爱度降低。本研究旨在评估电子游戏对小学生身体素质、身体成分和感知愉悦度的影响。
64名男学生(平均年龄9.5岁)被随机分为电子游戏组(EG,n = 32),每周进行三次《体感大冒险》游戏,为期六个月,或对照组(CG,n = 32),继续进行标准体育课程。在干预前后进行评估,包括人体测量、身体素质测试(立定跳远、纵跳、坐位体前屈、20米短跑)、有氧适能(20米穿梭跑),以及用PACES量表测量的感知愉悦度。
与CG组相比,EG组的体重、BMI和相对脂肪量显著降低(<0.01)。EG组的身体素质有明显改善,立定跳远距离增加(+12.8%;<0.0001)、纵跳高度增加(+65%,<0.0001)和柔韧性增加(+75%;<0.0001)。与CG组相比,EG组的有氧适能显著提高(+87.8米)。与CG组相比,EG组的感知愉悦度明显更高,尤其是在第三周(69.3±5.8对44.2±11.6;<0.0001)。
电子游戏对儿童的身体素质和身体成分有益,同时还能提高愉悦度。将电子游戏纳入体育课程可能是解决儿童肥胖问题、提高身体技能和增加学生愉悦度、鼓励长期坚持体育活动的有效策略。