从儿童参与和动机的角度评估互动游戏节目的形式、持续时间和频率

Laura Daniusevičiūtė-Brazaitė
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引用次数: 1

摘要

背景。研究表明,肌肉骨骼疾病最常见于4至6岁的儿童(Daniusevičiūtė-Brazaitė等人,2019)。因此,如果这些消极趋势继续下去,日益严重的健康问题将对人类福祉构成更大的威胁,并成为国家和社会的严重财政负担。目前,科技已成为日常生活不可或缺的一部分,因此对互动游戏或动画节目的需求是毋庸置疑的。研究(Lobel et al., 2016)表明,对儿童使用基于游戏的干预可以显著提高精细运动和视觉运动的表现。因此,确定学龄前儿童不正常体态形成的可能因素具有重要意义。30名儿童(女孩15名,男孩15名)自愿参加研究,年龄5.6±0.6岁(mean±SD)。采用访谈法对学龄前儿童进行问卷调查,以确定儿童的身体活动水平、互动式动画教育游戏节目的特点、参与游戏节目的影响和动机。此外,使用倾角仪和Myoton 3系统测量肌肉张力、弹性和刚度以及姿势评估,对体育锻炼的生物力学适用性进行评估。实验前后分别应用该方法。在研究的第一天(前一天),所有孩子都喜欢互动动画节目的练习,98%的孩子在研究的最后一天(后一天)回答。更大比例(67%)的人在第一次做互动动画程序的练习时感到兴奋,而在研究的最后一天,48%的人表示感到兴奋,37%的人表示高兴。肌肉僵硬评分在研究的最后一天(后)增加。所有肌肉刚度测量结果均具有较高的测量可靠性。结论。互动动画游戏项目的练习很吸引人,所有的参与者都心甘情愿地进行了练习,在练习过程中,兴奋、惊喜、有趣/恶作剧等强烈的情绪占据了上风。交互式动画游戏程序的习题均正确完成。肌肉频率、弹性和僵硬度的测量结果在研究的最后一天有所增加。关键词:学龄前儿童,身体活动,参与,动机,互动动画教育游戏程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing the Format, Duration and Frequency of Interactive Game Programs in terms of Child Engagement and Motivation
Background. Research has shown that musculoskeletal disorders were most commonly found in children aged 4 to 6 years (Daniusevičiūtė-Brazaitė et al., 2019). Therefore, if these negative trends continue, the growing health problems will pose a greater threat to human well-being and become a serious financial burden on the state and society. Currently, technologies are an integral part of everyday life, so the need for interactive games or animated programs cannot be doubted. Research (Lobel et al., 2016) showed that the use of play-based intervention for children significantly improves fine and visual motor performance. Hence, it is important to identify the possible factors to pre-school children’s irregular posture formation. Methods. Thirty children (15 girls and 15 boys) aged 5.6 ± 0.6 years (mean ± SD) participated voluntarily in the study. Interview method was used as a questionnaire for preschool children to determine the level of children’s physical activity, the characteristics of interactive animated educational gaming programs, their impact and motivation when engaging in game programs. Also the assessment of the biomechanical applicability of physical exercises was measured using an inclinometer and Myoton 3 system for muscle tone, elasticity and stiffness, as well as posture assessment. The methods were applied before and after the experiment. Results. All children liked the exercises of intercative animated program on the first (before) day of the study, and 98% answered on the last (after) day of the study. A greater proportion (67%) reported feeling excited when doing the exercises of the interactive animated program for the first time, whereas on the last day of the study, 48% reported feeling excited and 37% happy. Muscle stiffness scores increased on the last (post) day of the study. High measurement reliability was established for all muscle stiffness measurements. Conclusion. The exercises of the interactive animated game program were engaging – all the participants willingly performed the exercises and strong emotions such as excitement, surprise, fun/mischief prevailed during the exercises. The exercises of the interactive animated game program were performed correctly. The measured results of muscle frequency, elasticity and stiffness increased on the last day of the study. Keywords: preschool child, physical activity, engagement, motivation, interactive animated educational gaming program.
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