积极的电子游戏在学校,以加强儿童的身体活动

J. Carmo, Ricardo Gonçalves, Rui Batalau, José Guilherme, A. Palmeira
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引用次数: 1

摘要

导言:尽管人们努力促进身体活动,但从童年到青春期,身体活动水平有所下降。为了创造有吸引力的体育活动项目,重要的是要考虑新一代的电子游戏:活跃的电子游戏。研究方案的目的是描述一个实验设计试验方案,以验证使用积极的视频游戏是否可以增加10-12岁儿童的身体活动。方法:该方案为两组随机对照试验,为期4周,随访4周。这一试验性试验将在葡萄牙阿尔加维地区开展。本研究分为两个阶段。首先是一项随机对照试验,以确定研究的可行性,样本为8名参与者。第二项将是随机对照试验,以确定积极玩电子游戏对身体活动水平的影响。本研究中60名参与者的样本量估计在5%显著性水平(双侧)下提供至少80%的功率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Active video games in schools to enhance children's physical activity
Introduction: Despite all the efforts to promote physical activity, there is a decline of its level from childhood to adolescence. To create attractive physical activity programs it is important to consider a new generation of video games: the active video games. The aim study protocol is to describe an experimental design trial protocol to verify if the use of active video games can increase physical activity among 10-12 years old children. Methods: The protocol will be a two-arm randomized controlled trial, with a 4-week duration and 4-week follow-up. This experimental trial will be developed in Algarve Region, Portugal. This study follows two phases. The first is a pilot randomized controlled trial to determine the feasibility of the study, with a sample of 8 participants. The second will be a randomized controlled trial to determine the effect of active video game play on physical activity levels. A sample size of 60 participants in this study is estimated to supply at least 80% power at 5% level of significance (two-sided).
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