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

The purpose of this preliminary study was to investigate trends in children’s sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 min...

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Detalles Bibliográficos
Autores principales: Fu, You, Burns, Ryan D., Gomes, Emma, Savignac, Amy, Constantino, Nora
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6719136/
https://www.ncbi.nlm.nih.gov/pubmed/31394855
http://dx.doi.org/10.3390/ijerph16162821
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author Fu, You
Burns, Ryan D.
Gomes, Emma
Savignac, Amy
Constantino, Nora
author_facet Fu, You
Burns, Ryan D.
Gomes, Emma
Savignac, Amy
Constantino, Nora
author_sort Fu, You
collection PubMed
description The purpose of this preliminary study was to investigate trends in children’s sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 minutes per school day for 12 consecutive weeks. School day time in SB and PA, in addition to step counts, were assessed across 12 weeks using accelerometers and motivation was assessed via questionnaires. Mixed effects models with a quadratic time parameter were employed to examine time trends. A significant negative trend was observed for SB, while light and vigorous PA and step counts yielded positive trends until approximately 8–9 weeks where a quadratic inflection point was observed (p < 0.001). Regarding motivational variables, enjoyment and social support from teachers significantly increased across 12 weeks (p < 0.05). A 12 week classroom AVG program yielded a positive trend in school day light and vigorous PA and step counts, and a negative trend in SB until 8–9 weeks into the program. This study supports the use of low-cost classroom-based AVG programs to improve children’s physical and mental health, but favorable PA trends were attenuated past 8–9 weeks.
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spelling pubmed-67191362019-09-10 Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program Fu, You Burns, Ryan D. Gomes, Emma Savignac, Amy Constantino, Nora Int J Environ Res Public Health Brief Report The purpose of this preliminary study was to investigate trends in children’s sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 minutes per school day for 12 consecutive weeks. School day time in SB and PA, in addition to step counts, were assessed across 12 weeks using accelerometers and motivation was assessed via questionnaires. Mixed effects models with a quadratic time parameter were employed to examine time trends. A significant negative trend was observed for SB, while light and vigorous PA and step counts yielded positive trends until approximately 8–9 weeks where a quadratic inflection point was observed (p < 0.001). Regarding motivational variables, enjoyment and social support from teachers significantly increased across 12 weeks (p < 0.05). A 12 week classroom AVG program yielded a positive trend in school day light and vigorous PA and step counts, and a negative trend in SB until 8–9 weeks into the program. This study supports the use of low-cost classroom-based AVG programs to improve children’s physical and mental health, but favorable PA trends were attenuated past 8–9 weeks. MDPI 2019-08-07 2019-08 /pmc/articles/PMC6719136/ /pubmed/31394855 http://dx.doi.org/10.3390/ijerph16162821 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Brief Report
Fu, You
Burns, Ryan D.
Gomes, Emma
Savignac, Amy
Constantino, Nora
Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title_full Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title_fullStr Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title_full_unstemmed Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title_short Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program
title_sort trends in sedentary behavior, physical activity, and motivation during a classroom-based active video game program
topic Brief Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6719136/
https://www.ncbi.nlm.nih.gov/pubmed/31394855
http://dx.doi.org/10.3390/ijerph16162821
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