Abstract 219: The Impact of Handheld devices on Healthy Lifestyles among School Age Children: A Report from Project Healthy Schools

Author(s):  
Alexander Lee ◽  
Qingmei Jiang ◽  
Robert Rogers ◽  
Belinda Vuong ◽  
Wen-Ching Wei ◽  
...  

BACKGROUND: Project Healthy Schools (PHS) is an initiative designed to promote healthy lifestyles in middle school-age children in Michigan. Following the introduction of smartphones and portable video game platforms such as the Play Station Portable more children are using these devices. This trend has led to an increase in screen time in preteens resulting in less time being spent on more active, health-promoting activities. This study aims to analyze the relationship between the increase in technology and handheld/gaming devices and the impact on student’s lifestyle behaviors participating in PHS. METHODS: Data on sedentary behaviors were collected from 4,021 middle school students by a self-reported questionnaire. The questionnaire is completed by all participants of PHS at baseline and after completion of the program. The questionnaire focuses on dietary habits, physical activity and sedentary behaviors. Sedentary behavior (screen time) questions included amount of time spent watching TV, playing video games or playing on the computer. In order to determine if technology use was impacting this cohort, baseline survey results were analyzed over a 6 year period. Because the exposure to technology could be associated to socioeconomic status (SE) of the schools, we balanced the sample in SE (based on median household income) through stratified simple random sampling without replacement. Screen times were categorized into high screen time (> 120 min /day) and low screen time (≤ 120 min/day). RESULTS: The trends of different types of screen time were plotted from 2008 to 2013 (2010 data were excluded to avoid the bias caused by the extremely small sample size of this year). A consistent trend of a high percentage of TV viewers was present each year. However, the percentage of students categorized as high computer game users and high video game users increased with each year (Table 1). CONCLUSIONS: There was a significant increase in both time spent playing on the computer and time spent playing video games between the years 2008 - 2013. It’s possible the introduction of smartphones and portable video games has contributed to this trend. It is essential for wellness programs such as PHS to focus on the importance of limiting the amount of time spent playing screen games while promoting increased physical activity to this age group.

BMJ Open ◽  
2021 ◽  
Vol 11 (5) ◽  
pp. e043397
Author(s):  
Austen El-Osta ◽  
Aos Alaa ◽  
Iman Webber ◽  
Eva Riboli Sasco ◽  
Emmanouil Bagkeris ◽  
...  

ObjectiveInvestigate the impact of the COVID-19 lockdown on feelings of loneliness and social isolation in parents of school-age children.DesignCross-sectional online survey of parents of primary and secondary school-age children.SettingCommunity setting.Participants1214 parents of school-age children in the UK.MethodsAn online survey explored the impact of lockdown on the mental health of parents with school-age children, and in particular about feelings of social isolation and loneliness. Associations between the UCLA Three-Item Loneliness Scale (UCLATILS), the Direct Measure of Loneliness (DMOL) and the characteristics of the study participants were assessed using ordinal logistic regression models.Main outcome measuresSelf-reported measures of social isolation and loneliness using UCLATILS and DMOL.ResultsHalf of respondents felt they lacked companionship, 45% had feelings of being left out, 58% felt isolated and 46% felt lonely during the first 100 days of lockdown. The factors that were associated with higher levels of loneliness on UCLATILS were female gender, parenting a child with special needs, lack of a dedicated space for distance learning, disruption of sleep patterns and low levels of physical activity during the lockdown. Factors associated with a higher DMOL were female gender, single parenting, parenting a child with special needs, unemployment, low physical activity, lack of a dedicated study space and disruption of sleep patterns during the lockdown.ConclusionsThe COVID-19 lockdown has increased feelings of social isolation and loneliness among parents of school-age children. The sustained adoption of two modifiable health-seeking lifestyle behaviours (increased levels of physical activity and the maintenance of good sleep hygiene practices) wmay help reduce feelings of social isolation and loneliness during lockdown.


2021 ◽  
Vol 13 (20) ◽  
pp. 11270
Author(s):  
Giovanni Angelo Navarra ◽  
Ewan Thomas ◽  
Antonino Scardina ◽  
Mohammad Izadi ◽  
Daniele Zangla ◽  
...  

Digital media are widespread among school-age children, and their incorrect use may lead to an increase in sedentary levels and the consequences associated with it. There are still few studies that have investigated whether physical activity levels could be increased through their use. The aim of this study was to systematically review the scientific literature in order to identify whether digital strategies and technologies are capable of increasing the level of physical activity. A literature search was performed using the following databases: Pubmed, Scopus, and Web of Science. The main outcomes evaluated the increase in physical activity levels, the number of steps, and the reduction of sedentary behaviors. Two trained researchers independently assessed eligible studies against eligibility criteria, extracted data, and assessed the risk of bias. The Downs and Black checklist was used to assess the quality of the included studies. A total of 15 studies (1122 children) were included in this systematic review, with a mean age of 8.45 ± 0.70 years. Quality assessment of the studies observed a “moderate quality” of the included records. The results of this systematic review highlight that digital media can be applied as a way to improve the levels of physical activity in children to contrast a sedentary lifestyle. The main limitations of the study are the heterogeneity within the exercise protocols and the paucity of studies involving school-age children. More research is needed to confirm our findings also due to continuing technological progress.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Tamara Vehige Calise ◽  
Natalie Spitzer ◽  
Laura Ruggiero ◽  
Amanda Ryder ◽  
Chloe Wingerter ◽  
...  

Abstract Background Although successful, assessment of multi-component initiatives (MCIs) prove to be very challenging. Further, rigorous evaluations may not be viable, especially when assessing the impact of MCIs on long-term population-level behavior change (e.g., physical activity (PA) and health outcomes (e.g., childhood obesity). The purpose of this study was to use intensity scoring, to assess whether higher intensity MCIs implemented as part of Healthy Schools Healthy Communities (HSHC) were associated with improved physical activity and reduced sedentary behaviors among youth (dependent variables). Methods PA-related interventions were assigned point values based on three characteristics: 1) purpose of initiative; 2) duration; and 3) reach. A MCI intensity score of all strategies was calculated for each school district and its respective community. Multivariate longitudinal regressions were applied, controlling for measurement period, Cohort, and student enrollment size. Results Strategy intensity scores ranged from 0.3 to 3.0 with 20% considered “higher-scoring” (score > 2.1) and 47% considered “lower-scoring” (< 1.2). Average MCI intensity scores more than tripled over the evaluation period, rising from 14.8 in the first grant year to 32.1 in year 2, 41.1 in year 3, and 48.1 in year 4. For each additional point increase in average MCI intensity score, the number of days per week that students reported PA for at least 60 min increased by 0.010 days (p < 0.01), and the number of hours per weekday that students reported engaging in screen time strategies decreased by 0.006 h (p < 0.05). An increase of 50 points in MCI intensity score was associated with an average 0.5 day increase in number of weekdays physically active and an increase of 55 points was associated with an average decrease of 20 min of sedentary time per weekday. Conclusions We found a correlation between intensity and PA and sedentary time; increased PA and reduced sedentary time was found with higher-intensity MCIs. While additional research is warranted, practitioners implementing MCIs, especially with limited resources (and access to population-level behavior data), may consider intensity scoring as a realistic and cost effective way to assess their initiatives. At a minimum, the use of intensity scoring as an evaluation method can provide justification for, or against, the inclusion of an individual strategy into an MCI, as well as ways to increase the likelihood of the MCI impacting population-health outcomes.


2014 ◽  
Vol 2014 ◽  
pp. 1-5 ◽  
Author(s):  
Simon Fullerton ◽  
Anne W. Taylor ◽  
Eleonora Dal Grande ◽  
Narelle Berry

Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned.Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time.Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.


Author(s):  
Giselle O’Connor ◽  
Jordi Julvez ◽  
Silvia Fernandez-Barrés ◽  
Eva Mᵃ Navarrete-Muñoz ◽  
Mario Murcia ◽  
...  

Background: We aimed to assess how lifestyle factors such as diet, sleep, screen viewing, and physical activity, individually, as well as in a combined score, were associated with neuropsychological development in pre-school age children. Methods: We conducted a cross-sectional study in 1650 children of 4 years of age, from the Environment and Childhood Project (INMA) population-based birth cohorts in four regions of Spain. Children were classified per a childhood healthy lifestyle score (CHLS) with a range of 0 to 4 that included eating in concordance with the Mediterranean diet (1 point); reaching recommended sleep time (1 point); watching a maximum recommended screen time (1 point); and being physically active (1 point). The McCarthy Scales of Children’s Abilities (MSCA) were used to test neuropsychological development. Multi-adjusted linear regression models were created to assess the association with the lifestyle factors individually and as a combined score. Results: CHLS was not associated with MSCA general cognitive score (1-point increment = −0.5, 95% CI: −1.2, 0.2). Analyzed by separate lifestyle factors, physical activity had a significant negative association with MSCA score and less TV/screen time had a negative association with MSCA score. Conclusion: In this cross-sectional study, a combined score of lifestyle factors is not related to neuropsychological development at pre-school age.


Author(s):  
Mikel Vaquero-Solís ◽  
Miguel Angel Tapia-Serrano ◽  
David Hortigüela-Alcalá ◽  
Manuel Jacob-Sierra ◽  
Pedro Antonio Sánchez-Miguel

A growing number of studies have highlighted the health benefits of high physical activity, low screen time, and optimal sleep duration among school-age children and adolescents. Objective: The present study proposes to examine the individual and combined association between movement behaviors (physical activity, screen time, and sleep time) and quality of life in boys and girls. Method: A total of 319 Spanish primary and secondary school students participated in the study. Physical activity, screen time, sleep duration, and quality of life were evaluated. Results: Descriptive, correlation, and regression analyses were carried out in order to improve knowledge about health-related behaviors for all participants. The results found significant positive associations between physical activities and sleep time with quality of life. Finally, the regression models showed that physical activity scores predict quality of life, especially in children. It is concluded that movement behaviors are important in association with quality of life. Likewise, the impact of physical activity on the quality of life is highlighted as the main behavior in the prediction of the quality of life for a population of school adolescents.


2020 ◽  
Author(s):  
Louise A Ellis ◽  
Matthew D Lee ◽  
Kiran Ijaz ◽  
James Smith ◽  
Jeffrey Braithwaite ◽  
...  

BACKGROUND Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. OBJECTIVE The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. METHODS A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. RESULTS We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (<i>P</i>&lt;.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score &lt;13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (<i>P</i>&lt;.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. CONCLUSIONS AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.


2015 ◽  
Vol 1 (2) ◽  
pp. 12-17
Author(s):  
Fauziah Rudhiati ◽  
Dyna Apriany ◽  
Novani Hardianti

ABSTRAK Pendahuluan: Gangguan penglihatan merupakan masalah kesehatan yang penting pada anak, mengingat 80% informasi selama 12 tahun pertama kehidupan anak didapatkan melalui penglihatan. Hal yang dapat memengaruhi kesehatan mata anak diantaranya adalah paparan radiasi dari layar monitor barang elektronik. Tujuan penelitian untuk mengetahui hubungan durasi bermain video game dengan ketajaman penglihatan anak usia sekolah di SDN Majalaya 2. Metode: Metode penelitian yang digunakan Analitik Korelatif dengan rancangan cross-sectional. Sampel adalah siswa sekolah dasar kelas 3-5 sebanyak 67 orang. Data diolah dengan analisis Bivariat menggunakan uji Chi-Square. Hasil: Hasil penelitian menunjukkan sebagian besar responden memiliki durasi tidak normal saat bermain video game (>2 jam/hari atau lebih dari 14 jam/minggu) sebanyak 44 orang (65,7%). Sebagian besar dari responden termasuk katagori ketajaman tidak normal dimana nilai snellen chart (6/9–6/21) sebanyak 38 orang (65,7%). Hasil uji menunjukkan terdapat hubungan antara durasi bermain video game dengan ketajaman penglihatan pada Anak Usia Sekolah (Kelas III - V) di SDN Majalaya 2 (Pvalue = 0,0001). Diskusi: Disarankan agar sekolah dapat membuat program ekstrakurikuler yang dibuat semenarik mungkin untuk mengalihkan kegiatan siswa dari bermain video game, melakukan kontrol ke lapangan secara berkala ke tempat-tempat penyewaan jasa video game serta diharapkan agar perawat bersama UKS dapat mengadakan penyuluhan mengenai kesehatan mata. Kata kunci : anak sekolah, ketajaman penglihatan, video game.   ABSTRACT Introduction: Impaired vision is an important health problem particularly in children Disturbances in visual acuity is caused by the duration of playing video games. The aim of research to determine the relationship of the duration of playing video games with visual acuity of school-age children in SDN Majalaya 2. Method: Analytical methods used correlative study with cross-sectional design. Samples are 3-5 grade elementary school students as many as 67 people. Data obtained directly using the snellen chart questionnaires and subsequent data processed bivariate analysis using chi-square test. Result: The results showed that the majority of respondents did not include the category of normal duration as many as 44 people (65.7%). Most of the respondents, including the category in which the abnormal acuity as many as 38 people (65.7%). The test results showed an association between the duration of playing video games with visual acuity in school age children (class III - V) in SDN Majalaya 2 (pvalue = 0.0001). Discussion: It is recommended that teachers make extracurricular programs are made as attractive as possible, giving a warning to the student who was caught playing a video game in school, make an agreement with puskesmas officers in order to conduct health education about the dangers of playing video games Keywords: duration of play video game, school age children, sharpness of vision Full printable version: PDF


2017 ◽  
Vol 14 (11) ◽  
pp. 845-851 ◽  
Author(s):  
Matthew R. Nagy ◽  
Molly P. O’Sullivan ◽  
Shannon S. Block ◽  
Trevor R. Tooley ◽  
Leah E. Robinson ◽  
...  

Background: The purpose of this study was to examine the acute effects of intermittent physical activity (2-min bouts of varying intensities) on psychological mood and enjoyment in elementary school-age children and to examine the effect of weight status on these psychological outcomes. Methods: A total of 39 children (healthy weight, n = 26; overweight/obese, n = 13) completed 4 experimental conditions in random order, which consisted of 8 hours of sitting interrupted with 20 two-minute low­-, moderate-, or high-intensity activity breaks or 20 two-minute screen-time breaks. Mood was assessed using the Feeling Scale immediately following each break. Enjoyment was assessed using the Physical Activity Enjoyment Scale immediately following 10 and 20 breaks. Results: Mood was significantly higher during the sedentary versus active conditions (P < .01). Overweight/obese children reported lower mood scores compared with healthy weight children at the initiation of the low- (P < .05) and high-intensity conditions (P < .001) but experienced improvements in mood throughout the day in all 3 active conditions (P = .02). Enjoyment was significantly higher after completing the active versus sedentary conditions (P = .02). Conclusion: These findings suggest that both healthy weight and overweight/obese children felt better immediately after engaging in screen-time breaks but subsequently rated the activity breaks as more enjoyable compared with screen-time breaks.


Circulation ◽  
2015 ◽  
Vol 131 (suppl_1) ◽  
Author(s):  
Lauren Gordon ◽  
Rachel Sylvester ◽  
Robert Rogers ◽  
Wen-Ching Wei ◽  
Alexandra Pew ◽  
...  

Background: Sedentary screen time (including TV, computer and video games) has been correlated with childhood obesity and other health risks. The American Academy of Pediatrics (AAP) recommends that children limit their daily screen time to two hours in order to reduce the associated risk. Mobile device use has become increasingly popular amongst children and adolescents. However, mobile screen time (cell phone and tablet use) and its effect on physical activity in adolescents has yet to be thoroughly researched. Methods: Self-reported survey data were collected from 2,566 6th grade students enrolled in Project Healthy Schools during the 2013-2014 school year. Based on AAP guidelines, we split our sample into low mobile device users (≤2 hours/day) and high mobile device users (>2 hours/day). We compared physical activity, sports team participation and screen time habits between groups. Results: 20.73% (n=532) of the 6th graders surveyed reported being high mobile device users. 60.5% (n=322) of these were female; 39.5% (n=210) were male. In addition to >2 hours/day on a mobile device, these students spent significantly more time watching TV (2.30 v 1.70, p<0.001), on the computer (1.39 v 0.88, p<0.001), and playing video games (1.47 v 1.01, p<0.001) than low mobile device users. Low mobile device users participated in significantly more strengthening exercises (2.80 v 2.62, p=0.046) and outside of school sports teams (1.20 v 1.09, p=0.03) than high mobile device users. Conclusions: A large percentage of middle school students (20.73%) reported spending more time on a mobile device than recommended by the AAP. High mobile device usage appears to be associated with less physical activity and more sedentary behaviors. This illustrates the need to educate children and encourage the reduction of time spent on a mobile device.


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