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High intensity intermittent games-based activity and adolescents’ cognition: moderating effect of physical fitness

机译:基于高强度间歇性游戏的活动和青少年的认知:适度健身

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An acute bout of exercise elicits a beneficial effect on subsequent cognitive function in adolescents. The effect of games-based activity, an ecologically valid and attractive exercise model for young people, remains unknown; as does the moderating effect of fitness on the acute exercise-cognition relationship. Therefore, the aim of the present study was to examine the effect of games-based activity on subsequent cognition in adolescents, and the moderating effect of fitness on this relationship. Following ethical approval, 39 adolescents (12.3?±?0.7 year) completed an exercise and resting trial in a counterbalanced, randomised crossover design. During familiarisation, participants completed a multi-stage fitness test to predict VO2 peak. The exercise trial consisted of 60-min games-based activity (basketball), during which heart rate was 158?±?11 beats?min??1. A battery of cognitive function tests (Stroop test, Sternberg paradigm, trail making and d2 tests) were completed 30-min before, immediately following and 45-min following the basketball. Response times on the complex level of the Stroop test were enhanced both immediately (p?=?0.021) and 45-min (p?=?0.035) post-exercise, and response times on the five item level of the Sternberg paradigm were enhanced immediately post-exercise (p?=?0.023). There were no effects on the time taken to complete the trail making test or any outcome of the d2 test. In particular, response times were enhanced in the fitter adolescents 45-min post-exercise on both levels of the Stroop test (simple, p?=?0.005; complex, p?=?0.040) and on the three item level of the Sternberg paradigm immediately (p?=?0.017) and 45-min (p?=?0.008) post-exercise. Games-based activity enhanced executive function and working memory scanning speed in adolescents, an effect particularly evident in fitter adolescents, whilst the high intensity intermittent nature of games-based activity may be too demanding for less fit children.
机译:急性运动会激发青少年的后续认知功能。基于游戏的活动(一种对年轻人而言具有生态学意义和吸引力的锻炼模式)的效果仍然未知;健身对急性运动认知关系的调节作用也是如此。因此,本研究的目的是检验基于游戏的活动对青少年后续认知的影响,以及适度对这种关系的调节作用。经过伦理学批准,39名青少年(12.3±0.7岁)通过平衡,随机交叉设计完成了运动和静息试验。在熟悉过程中,参与者完成了一个多阶段的适应性测试以预测VO2峰值。该运动试验包括60分钟的基于游戏的活动(篮球),在此期间,心率为158?±?11拍?min ?? 1。一系列的认知功能测试(Stroop测试,Sternberg范式,跟踪制作和d2测试)在篮球比赛之前,之后30分钟和比赛之后45分钟完成。运动后,Stroop测试复杂水平的响应时间立即增加(p?=?0.021)和45分钟(p?=?0.035),并且Sternberg范式的五项水平的响应时间都增加了立即运动后(p?=?0.023)。对完成追踪测试或d2测试的任何结果所花费的时间没有影响。特别是,锻炼后45分钟,在钳工青少年中,Stroop测试的两个级别(简单,p = 0.005;复杂,p = 0.040)和Sternberg的三个项目级别,响应时间都增加了。运动后立即进行范例(p?=?0.017)和45分钟(p?=?0.008)。基于游戏的活动增强了青少年的执行功能和工作记忆扫描速度,这种效果在青少年中尤为明显,而基于游戏的活动的高强度间歇性可能对于不太健康的孩子来说过于苛刻。

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