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体感舞蹈和有氧舞蹈对年轻人的乐趣、情境动机、自我效能感及步数的影响

Efficacy of exergaming dance and aerobic dance on young adults' enjoyment, situational motivation, self-efficacy, and steps.

作者信息

Tan Kai, Autry Anna Kate, Oginni John, Tao Kun, Gao Zan

机构信息

College of Kinesiology and Health Science, Huaihua University, Huaihua, China.

Webb School, Knoxville, TN, United States.

出版信息

Front Psychol. 2025 May 1;16:1573954. doi: 10.3389/fpsyg.2025.1573954. eCollection 2025.

Abstract

INTRODUCTION

This study explored differences in young adults' enjoyment, situational motivation, self-efficacy, and physical activity between two content-identical exercise formats: exergaming aerobic dance and traditional aerobic dance.

METHODS

A total of 40 young adults (20 females; Mage = 20.38) from a Chinese university participated in two separate 12-min dance sessions: (1) a non-stop exergaming aerobic dance using the Xbox 360, and (2) a traditional aerobic dance led by an experienced instructor. Psychological measures of self-efficacy, enjoyment, and situational motivation (including intrinsic motivation, identified regulation, external regulation, and amotivation) were assessed using validated questionnaires after each session. Physical activity levels were measured using a research-grade pedometer to track steps. A repeated-measures MANOVA compared the outcomes between the two dance modalities.

RESULTS

Statistically significant differences were observed between the two dance sessions for the overall model ( < 0.05). Participants reported higher enjoyment during the exergaming dance session compared to the traditional aerobic dance [ (1,39) = 3.59, = 0.05, η = 0.07]. Intrinsic motivation were significantly higher for exergaming dance than for the traditional format [ (1,39) = 3.83, < 0.05, η = 0.09]. However, participants achieved significantly more steps per minute in the traditional aerobic dance compared to the exergaming session [ (1,39) = 39.79, < 0.01, η = 0.51]. No other significant differences were found for the remaining outcomes.

DISCUSSION

These findings suggest that exergaming dance may enhance perceived enjoyment and intrinsic motivation, leading to more time spent on exercise or physical activity, though it results in fewer steps per minute than traditional aerobic dance. These results are practically relevant for promoting long-term physical activity through game-like exercises, as higher enjoyment and motivation play a crucial role in maintaining physical activity.

摘要

引言

本研究探讨了两种内容相同的锻炼形式(即体感游戏有氧舞蹈和传统有氧舞蹈)在年轻人的愉悦感、情境动机、自我效能感和身体活动方面的差异。

方法

来自一所中国大学的40名年轻人(20名女性;平均年龄Mage = 20.38岁)参加了两场时长均为12分钟的舞蹈课程:(1)使用Xbox 360进行的不间断体感游戏有氧舞蹈,以及(2)由一位经验丰富的教练带领的传统有氧舞蹈。在每场课程结束后,使用经过验证的问卷评估自我效能感、愉悦感和情境动机(包括内在动机、认同调节、外部调节和无动机)的心理指标。使用研究级计步器测量身体活动水平以追踪步数。采用重复测量多变量方差分析比较两种舞蹈形式的结果。

结果

在整体模型方面,两场舞蹈课程之间观察到了具有统计学意义的差异(p < 0.05)。与传统有氧舞蹈相比,参与者在体感游戏舞蹈课程中的愉悦感更高[F(1,39) = 3.59,p = 0.05,η² = 0.07]。体感游戏舞蹈的内在动机显著高于传统形式[F(1,39) = 3.83,p < 0.05,η² = 0.09]。然而,与体感游戏课程相比,参与者在传统有氧舞蹈中每分钟的步数显著更多[F(来1,39) = 39.79,p < 0.01,η² = 0.51]。其余结果未发现其他显著差异。

讨论

这些发现表明,体感游戏舞蹈可能会增强感知到的愉悦感和内在动机,从而导致在锻炼或身体活动上花费更多时间,尽管它每分钟的步数比传统有氧舞蹈少。这些结果对于通过类似游戏的锻炼来促进长期身体活动具有实际意义,因为更高的愉悦感和动机在维持身体活动方面起着至关重要的作用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dae5/12078329/8c196d7474c6/fpsyg-16-1573954-g001.jpg

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