Effect of an Active Video Gaming Classroom Curriculum on Health-Related Fitness, School Day Step Counts, and Motivation in Sixth Graders

2018 ◽  
Vol 15 (9) ◽  
pp. 644-650 ◽  
Author(s):  
You Fu ◽  
Ryan D. Burns

Background: The purpose of this study was to explore the effect of an active video gaming (AVG) classroom curriculum on health-related fitness, school day steps, and motivation in sixth graders. Methods: A convenience sample of 65 sixth graders were recruited from 2 classrooms from a school located in the Western United States. One classroom served as the comparison group (n = 32) that participated in active free play, and one classroom served as the intervention group (n = 33) that participated in an AVG curriculum for 30 minutes per day, 3 days per week, for 18 weeks. Cardiorespiratory endurance was assessed using Progressive Aerobic Cardiovascular Endurance Run laps. School day steps were recorded, and motivational variables were collected using questionnaires. Measures were collected at baseline and an 18-week posttest time point. Results: There was a significant group × time interaction for Progressive Aerobic Cardiovascular Endurance Run laps (b = 20.7 laps; 95% confidence interval, 14.6 to 26.8; P < .001). No statistically significant interactions were found for step counts or any of the motivational variables. Conclusions: An 18-week AVG classroom curriculum improved cardiorespiratory endurance relative to the comparison group in sixth graders. This study supports the use of low-cost AVG curricula to improve the health-related fitness of youth.

2017 ◽  
Vol 2017 ◽  
pp. 1-7 ◽  
Author(s):  
You Fu ◽  
Timothy A. Brusseau ◽  
James C. Hannon ◽  
Ryan D. Burns

Background. The purpose of this study was to examine the effect of a 12-week summer break on school day physical activity and health-related fitness (HRF) in children from schools receiving a Comprehensive School Physical Activity Program (CSPAP). Methods. Participants were school-aged children (N=1,232; 624 girls and 608 boys; mean age=9.5±1.8 years) recruited from three low-income schools receiving a CSPAP. Physical activity and HRF levels were collected during the end of spring semester 2015 and again during the beginning of fall semester 2015. Physical activity was assessed using the Yamax DigiWalker CW600 pedometer. HRF measures consisted of body mass index (BMI) and the Progressive Aerobic Cardiovascular Endurance Run (PACER). Results. Results from a doubly MANCOVA analysis indicated that pedometer step counts decreased from 4,929 steps in the spring to 4,445 steps in the fall (mean difference = 484 steps; P<0.001; Cohen’s d = 0.30) and PACER laps decreased from 31.2 laps in the spring to 25.8 laps in the fall (mean difference = 5.4 laps; P<0.001; Cohen’s d = 0.33). Conclusions. Children from schools receiving a CSPAP intervention had lower levels of school day physical activity and cardiorespiratory endurance following a 12-week summer break.


Healthcare ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. 312
Author(s):  
Marijana Sinđić ◽  
Draženka Mačak ◽  
Nikola Todorović ◽  
Bianka Purda ◽  
Maja Batez

Integrated neuromuscular training (INT) showed benefits for improving fundamental movement skills (FMS). However, the INT health-related fitness (HRF) effects are lacking. The current study aimed to determine the effects of INT implemented during physical education (PE) in a primary school in the Republic of Serbia on HRF in female children. The sample consisted of 72 healthy girls who were divided into the intervention (EG: n = 37; mean ± SD: age = 8.17 ± 0.31) and control (CG: n = 35; age = 8.11 ± 0.31) groups. The EG and CG performed the INT program and traditional PE activities two times per week within the first ~15 min of PE class, respectively. The Fitnessgram battery tests assessed the HRF (body composition, cardiorespiratory endurance, muscular fitness, and flexibility) before and after the program. After eight weeks, the EG significantly reduced all fat measures, while the CG decreased only triceps skinfold but to a smaller extent (F = 5.92, p < 0.02, ŋ2 = 0.09). Both groups significantly improved the performance of almost all muscular fitness tests (curl-ups, trunk lift, push-ups); however, the EG increased the push-ups more than the CG (F = 9.01, p < 0.01, ŋ2 = 0.14). The EG additionally improved the modified pull-ups (F = 14.09, p < 0.01, ŋ2 = 0.19) and flexed arm hang (F = 28.82, p < 0.01, ŋ2 = 0.33) tests. The flexibility and cardiorespiratory endurance of both groups did not significantly change after eight weeks. This approach of exercise showed positive acceptance and relatively good results after only eight weeks.


2019 ◽  
Vol 51 (Supplement) ◽  
pp. 849
Author(s):  
Sandra Weigmann-Fassbender ◽  
Kathrin Pfeil ◽  
Burkhard Tönshoff ◽  
Gerhard Huber ◽  
Klaus Weiß ◽  
...  

2021 ◽  
Vol 13 (17) ◽  
pp. 9618
Author(s):  
Cristina Castejón-Riber ◽  
Francisco Requena ◽  
Juan de Dios Benítez-Sillero ◽  
Rocío Camacho

The main purpose of this study is to present objective data on the differences in anthropometrics and fitness variables between adult athletes and non-athletes with Down Syndrome (DS) members of the “Down Cordoba Association” (DCA), after adjusting for confounders. Twenty-seven adults, 7 athletes and 20 non-athletes with DS, participated in this study. Health-related fitness variables were measured with tests validated for this population. First, the characteristics of the subjects according to sex and sports practice are presented. Athletes present significantly higher values for height (p = 0.010) and waist-to-hip ratio (p = 0.005). Furthermore, male athletes compared to male non-athletes have lower values in % of body fat (p = 0.030), and in waist (p = 0.031) and hip (p = 0.041) circumferences. Furthermore, athletes have better values in tests of strength, cardiovascular endurance (66.60 ± 47.66 vs. 32.31 ± 24.49 (s); p = 0.037), and agility, but not in flexibility. Significant differences were only found in cardiovascular endurance. As a conclusion, the practice of sports among the users of the “Down Córdoba Association” in general leads to better health-related fitness values. Therefore, we encourage the guardians of people with DS in this association to motivate them to practice sports because this practice will more likely improve their overall health.


2020 ◽  
Vol 19 (3) ◽  
pp. 434-441
Author(s):  
Natália Evangelista Campos ◽  
João Paulo Heinzmann-Filho ◽  
Nicolas Acosta Becker ◽  
Daniele Schiwe ◽  
Mailise Fatima Gheller ◽  
...  

2009 ◽  
Vol 41 ◽  
pp. 553-554
Author(s):  
Sarah Horst ◽  
Jessica McWha ◽  
Gregory A. Brown ◽  
Brandon S. Shaw ◽  
Ina Shaw

2015 ◽  
Vol 27 (3) ◽  
pp. 404-411 ◽  
Author(s):  
Ryan D. Burns ◽  
James C. Hannon ◽  
Timothy A. Brusseau ◽  
Patricia A. Eisenman ◽  
Pedro F. Saint-Maurice ◽  
...  

Cardiorespiratory endurance is a component of health-related fitness. FITNESSGRAM recommends the Progressive Aerobic Cardiovascular Endurance Run (PACER) or One mile Run/Walk (1MRW) to assess cardiorespiratory endurance by estimating VO2 Peak. No research has cross-validated prediction models from both PACER and 1MRW, including the New PACER Model and PACER-Mile Equivalent (PACER-MEQ) using current standards. The purpose of this study was to cross-validate prediction models from PACER and 1MRW against measured VO2 Peak in adolescents. Cardiorespiratory endurance data were collected on 90 adolescents aged 13–16 years (Mean = 14.7 ± 1.3 years; 32 girls, 52 boys) who completed the PACER and 1MRW in addition to a laboratory maximal treadmill test to measure VO2 Peak. Multiple correlations among various models with measured VO2 Peak were considered moderately strong (R = .74–0.78), and prediction error (RMSE) ranged from 5.95 ml·kg-1, min-1 to 8.27 ml·kg-1.min-1. Criterion-referenced agreement into FITNESSGRAM’s Healthy Fitness Zones was considered fair-to-good among models (Kappa = 0.31–0.62; Agreement = 75.5–89.9%; F = 0.08–0.65). In conclusion, prediction models demonstrated moderately strong linear relationships with measured VO2 Peak, fair prediction error, and fair-to-good criterion referenced agreement with measured VO2 Peak into FITNESSGRAM’s Healthy Fitness Zones.


2013 ◽  
Vol 14 (4) ◽  
pp. S92
Author(s):  
K. Naugle ◽  
S. Chang ◽  
J. Parr ◽  
K. Naugle

2016 ◽  
Vol 96 (4) ◽  
pp. 521-532 ◽  
Author(s):  
Jennifer L. Rowland ◽  
Laurie A. Malone ◽  
Cali M. Fidopiastis ◽  
Sangeetha Padalabalanarayanan ◽  
Mohanraj Thirumalai ◽  
...  

This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.


2015 ◽  
Vol 115 (3) ◽  
pp. 547-553 ◽  
Author(s):  
J. P. Chaput ◽  
A. Tremblay ◽  
B. Pereira ◽  
Y. Boirie ◽  
M. Duclos ◽  
...  

AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.


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