Literature DB >> 29741441

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

You Fu, Ryan D Burns.   

Abstract

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.

Keywords:  cardiovascular health; intervention study; physical activity

Mesh:

Year:  2018        PMID: 29741441     DOI: 10.1123/jpah.2017-0481

Source DB:  PubMed          Journal:  J Phys Act Health        ISSN: 1543-3080


  6 in total

1.  Increasing physical activity among children and adolescents: Innovative ideas needed.

Authors:  Tom Baranowski
Journal:  J Sport Health Sci       Date:  2018-11-22       Impact factor: 7.179

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

Authors:  You Fu; Ryan D Burns; Emma Gomes; Amy Savignac; Nora Constantino
Journal:  Int J Environ Res Public Health       Date:  2019-08-07       Impact factor: 3.390

3.  The Influence of Cultural Experiences on the Associations between Socio-Economic Status and Motor Performance as Well as Body Fat Percentage of Grade One Learners in Cape Town, South Africa.

Authors:  Eileen Africa; Odelia Van Stryp; Martin Musálek
Journal:  Int J Environ Res Public Health       Date:  2021-12-23       Impact factor: 3.390

4.  Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial.

Authors:  Cristina Comeras-Chueca; Lorena Villalba-Heredia; Jose Luis Perez-Lasierra; Gabriel Lozano-Berges; Angel Matute-Llorente; German Vicente-Rodriguez; Jose Antonio Casajus; Alex Gonzalez-Aguero
Journal:  JMIR Serious Games       Date:  2022-05-24       Impact factor: 3.364

5.  Understanding the Benefits of Brief Classroom-Based Physical Activity Interventions on Primary School-Aged Children's Enjoyment and Subjective Wellbeing: A Systematic Review.

Authors:  Nicole Papadopoulos; Ana Mantilla; Katherine Bussey; Chloe Emonson; Lisa Olive; Jane McGillivray; Caterina Pesce; Samantha Lewis; Nicole Rinehart
Journal:  J Sch Health       Date:  2022-05-23       Impact factor: 2.460

Review 6.  The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis.

Authors:  Cristina Comeras-Chueca; Jorge Marin-Puyalto; Angel Matute-Llorente; German Vicente-Rodriguez; Jose A Casajus; Alex Gonzalez-Aguero
Journal:  Int J Environ Res Public Health       Date:  2021-06-29       Impact factor: 3.390

  6 in total

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