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Fundamental motor skills,screen-time,and physical activity in preschoolers 被引量:16
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作者 E.Kipling Webster Corby K.Martin amanda e.staiano 《Journal of Sport and Health Science》 SCIE 2019年第2期114-121,共8页
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
关键词 FUNDAMENTAL motor SKILLS Physical activity PRESCHOOL Screen-time
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Twelve weeks of dance exergaming in overweight and obese adolescent girls:Transfer effects on physical activity,screen time,and self-efficacy 被引量:9
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作者 amanda e.staiano Robbie A.Beyl +2 位作者 Daniel S.Hsia Peter T.Katzmarzyk Robert L.Newton Jr 《Journal of Sport and Health Science》 SCIE 2017年第1期4-10,127,共8页
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
关键词 Active video games Leisure activity Motivation Screen time SELF-EFFICACY Television
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