Purpose: To examine the associations among preschoolers fundamental motor skills, screen-time, physical activity(PA), and sedentary behavior(SB).Methods: Children ages 3à4 years were enrolled in a prospective obs...Purpose: To examine the associations among preschoolers fundamental motor skills, screen-time, physical activity(PA), and sedentary behavior(SB).Methods: Children ages 3à4 years were enrolled in a prospective observational trial of PA. Trained assessors conducted the Test of Gross Motor Development-3 rd edition(TGMD-3), and the Movement Assessment Battery for Children-2 nd edition, and parent-reported child screen-time and sociodemographic information. Children wore an accelerometer for 7 days to examine SB and total PA(TPA). TPA was further characterized as moderateto-vigorous PA(MVPA) or vigorous PA(VPA). Mixed linear models were calculated, controlling for age(for TGMD-3), sex, household income, and accelerometer wear time(for accelerometry models), with childcare center as a random effect. The primary analysis reported on the cross-sectional baseline data of 126 children with complete fundamental motor skill and screen-time data; a subanalysis included 88 children with complete accelerometry data.Results: Children were 3.4 § 0.5 years of age(54% girls; 46% white, 42% African American, 12% other). A total of 48% lived in households at or below the federal poverty level. Children engaged in 5.1 § 3.6 h/day of screen-time. Children's screen-time was inversely related to the Movement Assessment Battery for Children-2 nd edition, manual dexterity skills percentile(b(SE) = ?1.7(0.8), p = 0.049). In the accelerometry subsample,children engaged in 5.9 § 0.9 h/day of TPA of which 1.7 § 0.6 h/day was MVPA. Boys engaged in more MVPA and VPA and less SB compared with girls(all p < 0.05). A higher TGMD-3, total score(b(SE) = 0.4(0.2), p = 0.017) and locomotor score(b(SE) = 0.7(0.3), p = 0.018) were associated with more VPA but not with TPA or MVPA. Screen-time and television in the bedroom were not related to SB, TPA, MVPA, or VPA.Conclusion: Children's motor skills were positively related to VPA but inversely related to screen-time. Further inquiry into the implications of high exposure to screen-time in young children is needed.展开更多
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f...Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.展开更多
基金supported by the Gulf States Collaborative Center for Health Policy Research (Gulf States-HPC) from the National Institute on Minority Health and Health Disparities of the National Institutes of Health (No. U54MD008602)the LSU Biomedical Collaborative Research Program+2 种基金funding support from the American Council on Exercisesupported in part by the National Institute of General Medical Sciences of the National Institutes of Health, which funds the Louisiana Clinical and Translational Science Center (No. U54 GM104940)supported in part by the NORC Center Grant entitled "Nutrition and Metabolic Health Through the Lifespan" sponsored by NIDDK (No. P30DK072476)
文摘Purpose: To examine the associations among preschoolers fundamental motor skills, screen-time, physical activity(PA), and sedentary behavior(SB).Methods: Children ages 3à4 years were enrolled in a prospective observational trial of PA. Trained assessors conducted the Test of Gross Motor Development-3 rd edition(TGMD-3), and the Movement Assessment Battery for Children-2 nd edition, and parent-reported child screen-time and sociodemographic information. Children wore an accelerometer for 7 days to examine SB and total PA(TPA). TPA was further characterized as moderateto-vigorous PA(MVPA) or vigorous PA(VPA). Mixed linear models were calculated, controlling for age(for TGMD-3), sex, household income, and accelerometer wear time(for accelerometry models), with childcare center as a random effect. The primary analysis reported on the cross-sectional baseline data of 126 children with complete fundamental motor skill and screen-time data; a subanalysis included 88 children with complete accelerometry data.Results: Children were 3.4 § 0.5 years of age(54% girls; 46% white, 42% African American, 12% other). A total of 48% lived in households at or below the federal poverty level. Children engaged in 5.1 § 3.6 h/day of screen-time. Children's screen-time was inversely related to the Movement Assessment Battery for Children-2 nd edition, manual dexterity skills percentile(b(SE) = ?1.7(0.8), p = 0.049). In the accelerometry subsample,children engaged in 5.9 § 0.9 h/day of TPA of which 1.7 § 0.6 h/day was MVPA. Boys engaged in more MVPA and VPA and less SB compared with girls(all p < 0.05). A higher TGMD-3, total score(b(SE) = 0.4(0.2), p = 0.017) and locomotor score(b(SE) = 0.7(0.3), p = 0.018) were associated with more VPA but not with TPA or MVPA. Screen-time and television in the bedroom were not related to SB, TPA, MVPA, or VPA.Conclusion: Children's motor skills were positively related to VPA but inversely related to screen-time. Further inquiry into the implications of high exposure to screen-time in young children is needed.
基金AES and PTK are supported,in part,by the U54 GM104940 grant from the National Institute of General Medical Sciences of the US National Institutes of Health,which funds the Louisiana Clinical&Translational Science CenterPTK is supported,in part,by the Marie Edana Corcoran Endowed Chair in Pediatric Obesity and Diabetespartially supported by Nutrition Obesity Research Center Grant#P30DK072476 entitled“Nutritional Programming:Environmental and Molecular Interactions”
文摘Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.