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Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program

机译:基于教室的主动视频游戏程序中久坐行为,体育活动和动机的趋势

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摘要

The purpose of this preliminary study was to investigate trends in children’s sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 minutes per school day for 12 consecutive weeks. School day time in SB and PA, in addition to step counts, were assessed across 12 weeks using accelerometers and motivation was assessed via questionnaires. Mixed effects models with a quadratic time parameter were employed to examine time trends. A significant negative trend was observed for SB, while light and vigorous PA and step counts yielded positive trends until approximately 8–9 weeks where a quadratic inflection point was observed (p < 0.001). Regarding motivational variables, enjoyment and social support from teachers significantly increased across 12 weeks (p < 0.05). A 12 week classroom AVG program yielded a positive trend in school day light and vigorous PA and step counts, and a negative trend in SB until 8–9 weeks into the program. This study supports the use of low-cost classroom-based AVG programs to improve children’s physical and mental health, but favorable PA trends were attenuated past 8–9 weeks.
机译:这项初步研究的目的是调查为期12周的课堂活动视频游戏(AVG)计划中儿童久坐行为(SB),身体活动(PA)和动机的趋势。从小学招募的16名儿童的样本在每个学校每天连续30周参加AVG 30分钟。除了步数,还使用加速度计评估了SB和PA的上学时间,并在12周内进行了评估,并通过问卷调查了动机。使用具有二次时间参数的混合效应模型来检查时间趋势。 SB观察到显着的负趋势,而轻而有力的PA和步数产生正趋势,直到大约8–9周观察到二次拐点(p <0.001)。关于动机变量,在12周内,教师的享受和社会支持显着增加(p <0.05)。一项为期12周的课堂AVG计划在上课日光照和充满活力的PA和步数方面呈现出积极的趋势,而在进入该计划的8-9周之前,SB呈现出消极的趋势。这项研究支持使用低成本的基于课堂的AVG计划来改善儿童的身心健康,但过去8-9周后,良好的PA趋势有所减弱。

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