| Literature DB >> 36225790 |
Jing-Yi Zhang1, Qi-Qi Shen1, Dong-Ling Wang1, Jin-Mei Hou1, Tong Xia1, Shou Qiu2, Xiao-Ye Wang2, Si-Bo Zhou2, Wen-Wen Yang2, Si-Yu Heng2, Can-Can Lu2, Lei Cui1, Heng-Chan Yin1.
Abstract
Objective: This study investigated the effects of 12 weeks of specifically designed physical activity intervention on working memory and motor competence in preschool children and explored the correlation between working memory changes and motor competence changes by the intervention.Entities:
Keywords: exercise intervention; motor competence; physical activity; preschool children; working memory
Mesh:
Year: 2022 PMID: 36225790 PMCID: PMC9549139 DOI: 10.3389/fpubh.2022.984887
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Sample characteristics.
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| Gender (male/female) | 28/29 | 26/26 | – | – |
| Age (M ± SD) | 4.51 ± 0.31 | 4.53 ± 0.28 | 0.2570 | 0.798 |
| Dominant hand (right/left) | 57/0 | 51/1 | – | – |
Summary of six main type 2 games in the physical activity intervention.
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| Delayed Imitation (Same/ Opposite direction) | The teacher and children stand at a fixed sign point. When the music starts, the teacher engages in a movement (i.e., jump to the left of the sign point with hands on each side of his or her waist). The children are asked to observe the teacher's movement, and once the teacher is finished, they are required to imitate the teacher by performing the same movement in the same direction. As the children become familiar with the rules of the game, the teacher gradually increases the level of difficulty: (1) one simple movement changes to a sequence of complex movements (i.e., movements that require hand and foot coordination), and (2) the children are asked to imitate the teacher's movement, but in the opposite direction. | Remember the sequence of movements, update the sequence of movements, translate instructions into action plans, inhibit the urge to make habitual movements, adapt to rule changes, etc. |
| Delivering watermelons | The children stand in a line, keeping their feet the same distance apart, at shoulder width. Each child must maintain a certain distance from the next. The child at the front of the line holds a large watermelon toy in his/her hands and passes it backwards from the top of his/her head (or between two legs) to the child standing behind him/her. After the pass, the child quickly runs to the end of the line and waits for the next pass. Then the second child begins to pass it to the next one, just as the first child did, and so on. Once the children are familiar with the routine of the game, more rules are added or changed: (1) the children need to pass the watermelon in a specified order as the teacher guides their actions. For example, the children are asked to pass the watermelon “one top, one bottom” (i.e., over their head, then through their legs), and then alternating, with the first child passing it over his or her head, and the next one passing it between his or her legs. 2)The children are asked to perform a similar order of operations, but in a longer sequence, such as “top-bottom-left-right” or “bottom-bottom-left-right.” 3) There is no pre-determined order the children need to obey, but they need to pass the watermelon in a direction different from previous child. 4) Each child is given an animal role, with every animal corresponding to a specific direction for passing. As the children become familiar with the animal-direction combination, the combination of animals is changed. | Remember the sequence of passing directions; remember the pre-determined direction that the teacher provides, inhibit the urge to rely on habitual directions of delivery, apply the pre-determined order to their actions, adapt to rule changes, etc. |
| Little basketball protector | The children are asked to dribble a basketball and protect it from being ‘snatched' by the teacher while energetic music plays in the background. The play area where this game takes place should include different colored ‘safety zones,' which correspond to different movements (e.g., children in the green safety zone need to stand on one leg). When the music stops, the children are to run quickly into a safety zone and perform the corresponding movement for that zone. As the children became familiar with the basic rules of the game, more complex rules are added; for example, the children are asked (not) to go to the same colored safety zones twice consecutively. Once children become familiar with the color-movement combination, the game begins anew. | Remember the color of the ‘safety zone' for each session, remember the correspondence between colors and movements, apply game rules to actions, adapt to rule changes, etc. |
| Quickly positioned | Each body part corresponds to a kind of vehicle (e.g., forehead corresponds to a plane, shoulders correspond to a train, knees correspond to a ship). When the teacher says a vehicle name, the children are to quickly put their hands on the corresponding body part. It is also possible to use the vehicle to correspond to different movements. When the children hear a vehicle name, for instance, they are to perform the corresponding movement (e.g., the teacher says ‘plane,' so the children should hop on one foot). Once the children are familiar with the basic rules of the game, more complex rules will be added: (1) the teacher says two or three vehicles in a row and asks the children to touch the corresponding body parts in the order in which they hear them; or (2) the teacher says a sequence of vehicles and asks the children to touch the body part that corresponds to the first/second/third vehicle they hear. Once the children are familiar with the body-vehicle combination, a new match will be set. | Remember the relationship between body parts and vehicles, remember the vehicle order that the teacher specifies, update the order for each session, adapt to rule changes, etc. |
| Animal story | Each child takes on the role of an animal. The teacher says three animals in a row (e.g., tiger, lion, and rabbit), and the ‘animal' called will be asked to carry food from a storage area to a ‘canteen' (a designated place). The children need to remember their animal role and the order in which they are called. The order the children are called represents the number of food items they need to deliver. For example, if the rabbit is the third one called, then the children assuming the rabbit role need to pick three food items (e.g., apples) to bring to the ‘canteen.' As the children become familiar with the rules, the difficulty will increase: (1) each animal needs to adopt a different movement (e.g., a tiger needs to hop, a lion needs to skip, and a rabbit needs to jump); (2) when the children need to pick more than one kind of food, the food should be the same/different. Once the children become familiar with their role, their roles will be changed. | Remember their own animal role, remember the order they are picked, update the order for each session, apply the rules to their actions, adapt to rule changes, etc. |
| Colored flags | The children run on a playground while background music plays. When the music stops, the children are asked to perform different movement-based tasks according to the color of the flag in the teacher's hand (i.e., a red flag signals to turn around, a green flag to jump, a yellow flag to stand on one leg). After the children are familiar with the rules: (1) the color-movement combination will be changed; (2) different rhythms of background music will be added and matched to different movement-related tasks. | Remember the combination of color and movement, apply the rules to their actions, adapt to the rhythm of the music, adapt to rule changes, etc. |
Baseline characteristics of participants.
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| 1-back task (ACC) | 73.830 ± 15.304 | 71.895 ± 17.462 | −0.616 | 0.539 |
| 1-back task (RT) | 1769.385 ± 301.854 | 1765.070 ± 337.637 | −0.070 | 0.944 |
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| Manual dexterity | 8.67 ± 2.190 | 8.63 ± 2.458 | −0.072 | 0.943 |
| Aiming and catching | 10.09 ± 2.355 | 9.71 ± 2.879 | −0.749 | 0.455 |
| Static and dynamic balance | 9.88 ± 3.268 | 10.75 ± 2.956 | 1.457 | 0.148 |
| Total score | 9.18 ± 2.354 | 9.54 ± 2.631 | 0.760 | 0.449 |
1-back task performance.
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| 1-back task (ACC) | Time | < 0.001*** | 0.265 |
| Group | 0.001*** | 0.095 | |
| Time*group | 0.001*** | 0.107 | |
| 1-back task (RT) | Time | < 0.001*** | 0.213 |
| Group | 0.594 | 0.003 | |
| Time*group | 0.375 | 0.007 |
***p ≤ 0.001.
Figure 1Changes in 1-back task performance. (A) Simple effect analysis results in 1-back task (ACC). (B) Simple effect analysis results in 1-back task (RT). **p ≤ 0.01, ***p ≤ 0.001.
MABC-2 performance.
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| Manual dexterity | Time | 0.757 | 0.001 |
| Group | 0.018* | 0.051 | |
| Time*group | 0.003** | 0.082 | |
| Aiming and catching | Time | 0.281 | 0.011 |
| Group | 0.006** | 0.069 | |
| Time*group | 0.007** | 0.066 | |
| Static and dynamic balance | Time | 0.615 | 0.002 |
| Group | 0.901 | < 0.001 | |
| Time*group | 0.015* | 0.054 | |
| Total score | Time | 0.735 | 0.001 |
| Group | 0.027* | 0.045 | |
| Time*group | < 0.001*** | 0.178 |
*p ≤ 0.05, **p ≤ 0.01, ***p ≤ 0.001.
Figure 2Changes in MABC-2 performance. (A) Simple effect analysis results in manual dexterity. (B) Simple effect analysis results in aiming and catching. (C) Simple effect analysis results in static and dynamic balance. (D) Simple effect analysis results in total score. *p ≤ 0.05, **p ≤ 0.01, ***p ≤ 0.001.
Correlations between motor performance and working memory changes.
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| Changes in static and dynamic balance | ||
| Changes in total score |
*p ≤ 0.05, **p ≤ 0.01, ***p ≤ 0.001.