| Literature DB >> 33053791 |
Anders Fritz Lerche1,2, Maja Vilhelmsen1, Kathrine Greby Schmidt1, Rasmus Kildedal1, Natja Launbo1, Pernille Kold Munch1, Mark Lidegaard3, Sandra Schade Jacobsen1, Charlotte Lund Rasmussen1,4, Svend Erik Mathiassen5, Leon Straker6, Andreas Holtermann1,4.
Abstract
Childcare workers are reported to have high variation in physical activity during work hours, but also to sit for about half of the workday and have almost no high intensity physical activity (HIPA). No study has investigated if their work can be re-designed to introduce HIPA, thus promoting fitness and health according to the Goldilocks principle. This study investigated the feasibility of designing pedagogical games ('Goldilocks-games') intended to lead to more HIPA. Heart rate was measured in nineteen childcare workers during Goldilocks-games, and compared to measurements during a regular workday. Worker perceptions of feasibility, and researcher observations of contextual factors were also collected. The Goldilocks-games (33 min) elicited significantly more HIPA (18/33 min) compared to the most active period of equal length on a regular workday (0.5/33 min). Seventy-four-percent of the childcare workers reported that it was feasible to integrate the Goldilocks-games pedagogically, and seventy-two-percent could see themselves using them. Thus, we found it possible to re-design a work task in childcare according to the Goldilocks principle so that it leads to substantial time with HIPA. The sustainability of Goldilocks-games in childcare, and their effectiveness in improving fitness and health among childcare workers, needs to be tested in further studies.Entities:
Keywords: childcare workers; health promotion; physical activity; sedentary behavior; work environment; workplace
Mesh:
Year: 2020 PMID: 33053791 PMCID: PMC7600739 DOI: 10.3390/ijerph17207419
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The process of designing the Goldilocks-games following the 4-steps of the Goldilocks principle.
Figure 2Study design for evaluating time with HIPA during a regular workday and the Goldilocks-games.
Figure 3Illustration of the procedure used to compare time spent with HIPA during the Goldilocks-games and during a regular workday. The shaded area shows the periods compared with occurrence of HIPA.
Figure 4Participant flow, leading to the final sample of 19 workers.
Demographic and fitness characteristics of the childcare workers (n = 19).
| Variables |
| % | Mean ( |
|---|---|---|---|
| Sex ( | 13 | 68.4 | |
| Age ( | 35.3 (11.5) | ||
| Length of service in current job | |||
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| 8 | 42.1 | |
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| 9 | 47.4 | |
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| 2 | 10.5 | |
| Self-rated time spent in MVPA | 6.2 (4.4) | ||
| Self-rated time spent in MVPA | 1.4 (2.5) | ||
| Self-rated time spent performing VPA | 1.9 (1.7) | ||
| Current smoker ( | 7 | 36.8 | |
| BMI | 25.0 (3.6) | ||
| Blood pressure | |||
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| 124.9 (10.3) | ||
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| 81.8 (8.4) | ||
| Cardiorespiratory fitness | 41.9 (7.9) | ||
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| 3 | 15.8 | |
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| 12 | 63.2 | |
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| 4 | 21.1 |
Values are frequency (N), percentage (%) or mean (SD).
Worker perceptions of Goldilocks-games feasibility and exertion (n = 19).
| Variables | % | Mean ( |
|---|---|---|
| Pedagogic feasibility a | ||
|
| 0.0 | |
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| 26.3 | |
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| 73.7 | |
| Future implementation b | ||
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| 7.0 | |
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| 21.1 | |
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| 71.9 | |
| Perceived physical exertion c | 5 (1.4) |
Values are percentage (%) or mean (SD).; a “To what extent is the game usable in the pedagogical work?”.; b ”To what extent can you see yourself perform the games in your daily work?”.; c Borg CR10 scale (1 to 10).
Researcher observations during the Goldilocks-games (N = 11 occasions).
| Contextual Factors |
| % | Mean ( |
|---|---|---|---|
| Location a | |||
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| 0 | 0.0 | |
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| 11 | 100.0 | |
| Area b | |||
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| 4 | 36.4 | |
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| 0 | 0.0 | |
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| 7 | 63.6 | |
| Area size c | |||
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| 8 | 72.7 | |
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| 3 | 27.3 | |
| Facilities d | |||
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| 3 | 27.3 | |
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| 8 | 72.7 | |
| Easy access e | |||
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| 9 | 81.8 | |
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| 2 | 8.2 | |
| Weather f | |||
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| 4 | 36.4 | |
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| 6 | 54.6 | |
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| 1 | 9.0 | |
| Duration (min) | 32.5 (8.1) | ||
| Children participating | 13 (4.4) | ||
| Children leaving | 1.5 (2.1) | ||
| Workers’ leaving g | |||
|
| 1 | 9.1 | |
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| 10 | 90.9 | |
| Interruptions h | |||
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| 2 | 18.2 | |
|
| 9 | 81.8 | |
| Adjustments i | 1.3 (0.8) | ||
| Area limitations j | |||
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| 3 | 27.3 | |
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| 8 | 72.7 | |
| Physical activity among the children k | |||
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| 3 | 27.3 | |
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| 8 | 72.7 | |
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| 0 | 0.0 | |
| Physical activity among the workers l | |||
|
| 7 | 63.6 | |
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| 4 | 36.7 | |
|
| 0 | 0.0 |
Values are presented as frequency (N), percentages (%) or mean (SD). a ”Where were the games conducted, inside or outside?”; b ”At what specific area were the games conducted?”; c ”State the area size”; d ”Were the games conducted on the institutions facilities?”; e ”Was there easy access to the area?”; f ”Describe the weather conditions”; g ”Did any Childcare worker leave for more than 50% of the game duration”; h ”Were the childcare workers interrupted during the games?” (e.g., children outside the game interfering, or requiring acute attention); i ”Were the games adjusted by the childcare workers during play?” (i.e., not strictly following the guide description); j ”Was the area not useful for conducting the games?” (e.g., too small, too many obstacles etc.); k ”To what extent were the children physically active during play?”; l ”To what extent were the childcare workers physically active during play?”.
Figure 5Compositions (geometric means) of time (in terms of percent) spent with and without HIPA, (a) during the Goldilocks-games, (b) during the regular workday period. Abbreviations: HRR, heart rate reserve.
Figure 6Minutes spent in HIPA (≥60% HRR) during the most active period in a regular workday (x-axis), and during Goldilocks-games (y-axis). Red, blue and green symbols show values for each individual childcare worker in the ‘below average’, ‘average’ and ‘above average’ fitness groups, respectively; the black square (with vertical and horizontal lines) marks the arithmetic mean of the entire group (n = 19). The dashed line illustrates the line of identity. Abbreviations: HRR, heart rate reserve.
Figure 7Distribution, in terms of percent time, of percent heart rate reserve during the Goldilocks-games (grey bars) and during the most active period on a regular workday (white bars). Bars show arithmetic group means, with SD between workers illustrated by the error bars. Abbreviation: HRR, heart rate reserve.
Figure 8Representative example of one worker’s heart rate; (a) during the most active period on a regular day and; (b) during the three Goldilocks-games. Abbreviation: HRR, heart rate reserve.
Description of games/activities and Goldilocks principle modifications.
| Original Game | Description | Re-Designed Game | Modifications |
|---|---|---|---|
| Catching tails | Two children are randomly announced as catchers. The remaining children each attach one tail. | Egg hunt 1,2,3,4,5 | The childcare workers are announced as catchers 1. All the children attach eggs to their shirts/pants. |
| Circle run | Two equal sized teams of children starts at opposing sides of a circle of cones. | Rabbit hunt 1,2,3,4,5 | The childcare workers and a group of children starts at opposing sides of a circle of cones. |
| Train | All children are paired and walks hand-in-hand in a straight line. | Goldilocks train 1,3,4,5 | All children are paired and walks hand-in-hand in a straight line. The childcare workers walks in the front. |
1 The game requires the childcare worker to be physically active. 2 The childcare workers did additional physical activities to raise their heart rate as part of initiating the game. 3 The children gets a physical advantage over the childcare workers. 4 Interval-based game setup. 5 Few and simple rules (apply to all re-designed games).
Perceived feasibility of the Goldilocks games sorted by fitness level and smoke status.
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| 4 | 83 | 17 | 0 |
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| 12 | 67 | 33 | 0 |
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| 3 | 89 | 11 | 0 |
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| 4 | 67 | 33 | 0 |
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| 12 | 75 | 19 | 6 |
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| 3 | 67 | 11 | 22 |
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| 7 | 62 | 38 | 0 |
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| 12 | 81 | 19 | 0 |
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| 7 | 57 | 43 | 0 |
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| 12 | 81 | 8 | 11 |
Values are presented with frequency (n) or percentage (%). Q1: “To what extent is the game usable in the pedagogical work?”, Q2: “To what extent can you see yourself perform the games in your daily work?”.
Borg scale according to smoke status and fitness level.
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| 7 | 5.0 (1.4) |
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| 12 | 4.9 (1.5) |
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| 4 | 4.6 (1.7) |
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| 12 | 4.6 (1.2) |
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| 3 | 6.3 (1.2) |
Values are presented with frequency (n) or group mean and standard deviation (SD).