To determine the effects of a virtual physical activity (PA) program in college students during social distancing due to COVID-19. 44 college students, male and female. Methods: Participants completed self-reported measures of the International Physical Activity Questionnaire, weekly PA, and a short-survey of the educational experience during social distancing. Participants completed the instruments at baseline and after 10-weeks of an on-line virtual PA program. Increased overall PA (p = 0.040) and transportation PA (p = 0.004), leisure-time PA (p = 0.031) domains increased following the program. The sitting time increased following the intervention (p = 0.0001). Students who failed to comply with at least 150 min/week of PA reduced the frequency of positive emotions compared to those who complied (p = 0.017). Social distancing and daily college tasks seem to lessen the effect of PA on sedentary behavior in college students regardless of an increase in PA.
The purpose of the study was to compare the learning curve and motor retention of the Dance Dance Revolution (DDR) video game in healthy adults. Twenty young (M= 23.9 ± 2.8 yr.) and 18 older adults (M= 60.7 ± 5.9 yr.), were randomly assigned to two experimental conditions: a) DDR 7 trials and b) DDR 14 trials. Participants danced the same song six sessions, followed by a detraining period of eight days. Then participants returned to the laboratory and danced again in order to detect a motor retention effect. A three-way ANOVA revealed mean score interactions (sessions x groups x trials; p = 0.017). Follow-up analyses revealed differences between young and older participants in both trial sessions (p < 0.05). Compared to young adults, older adults showed a learning curve of four sessions when performing 14 trials per session. After eight days of detraining only older participants in the DDR14 condition reduced motor performance. In conclusion, older subjects can learn the DDR game after playing four sessions; however, those dancing the same song 14 times were more likely to reduce their scores after eight days of detraining. Younger participants scored high regardless of the number of trials and sessions with little variability.Key words. exergames, learning curve, elderly, motor learning, video games.Resumen. El propósito del estudio fue comparar la curva de aprendizaje y la retención motriz del juego de video «Dance Dance Revolution» (DDR) en adultos sanos. Veinte adultos jóvenes (M= 23.9 ± 2.8 años) y 18 adultos mayores (M= 60.7 ± 5.9 años), fueron asignados aleatoriamente a dos condiciones experimentales: a) bailar DDR 7 intentos, y b) bailar DDR 14 intentos. Los participantes bailaron la misma canción seis sesiones, seguidas por un periodo de desentrenamiento de ocho días. Luego los participantes regresaron al laboratorio y bailaron de nuevo para obtener el efecto de retención motriz. La prueba de ANOVA de tres vías reveló interacciones en los puntajes promedio (sesiones x grupos x intentos; p = 0.017). Los análisis de seguimiento revelaron diferencias entre los participantes jóvenes y mayores en ambas sesiones de intentos (p < 0.05). En comparación con los adultos jóvenes, los adultos mayores mostraron una curva de aprendizaje de cuatro sesiones cuando bailaron 14 veces por sesión. Después de ocho días de desentrenamiento, solamente los adultos mayores del grupo de DDR 14 redujeron el desempeño motriz. En conclusión, los participantes mayores pueden aprender el juego DDR después de jugar cuatro sesiones; sin embargo, quien bailaron la misma canción 14 veces tuvieron más probabilidad de reducir sus puntajes después de ocho días de desentrenamiento. Los participantes más jóvenes obtuvieron puntajes mayores independientemente del número de intentos y sesiones con poca variabilidad.Palabras claves. «exergames», curva de aprendizaje, adulto mayor, aprendizaje motor, juegos de video
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