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Exercise Video Games and Exercise Self-Efficacy in Children

机译:锻炼儿童电子游戏和锻炼自我效能

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摘要

The aim of this article was to investigate the use of exergaming in promoting exercise behavior among children and to examine the impact of the intervention on participants’ exercise self-efficacy, in addition to assessing physiological changes. A sample of 55 children enrolled in the Family Fit program, where participants were categorized into 2 groups: healthy weight and overweight. Measures were taken at baseline, after the 7-week program, at the 12-week follow-up, and at the 24-month follow-up. Positive changes in exercise self-efficacy were significant for the overweight group, while the healthy weight group maintained their exercise self-efficacy. At the 24-month follow-up, 97% children reported being interested in participating in a future fitness program, and 96% children who did not play sports before the intervention started practicing sports. Exercise self-efficacy is a predictor of physical activity, and incorporating exergaming in a structured program may lead to increased self-efficacy in participants.
机译:本文的目的是研究运动锻炼在儿童中促进运动行为的用途,并研究干预措施对参与者运动自我效能的影响,以及评估生理变化的方法。参加“家庭健身”计划的55名儿童样本,参与者分为健康体重和超重2组。在为期7周的计划之后,在12周的随访中以及在24个月的随访中,在基线时采取了措施。运动自我效能的积极变化对超重组很重要,而健康体重组则保持其运动自我效能。在为期24个月的随访中,有97%的儿童表示有兴趣参加未来的健身计划,有96%的儿童在干预措施开始锻炼之前没有参加运动。运动的自我效能感是体育锻炼的预测指标,而将锻炼程序纳入结构化程序中可能会导致参与者的自我效能感增强。

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