2018
DOI: 10.1123/jpah.2017-0481
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Effect of an Active Video Gaming Classroom Curriculum on Health-Related Fitness, School Day Step Counts, and Motivation in Sixth Graders

Abstract: An 18-week AVG classroom curriculum improved cardiorespiratory endurance relative to the comparison group in sixth graders. This study supports the use of low-cost AVG curricula to improve the health-related fitness of youth.

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Cited by 16 publications
(43 citation statements)
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“…A form of intrinsic motivation is fun, 50 which is often associated with playing games. Although simply providing active videogames to a child for playing at home does not increase the child's PA, 51 active videogames have been used in large programs and have increased child PA 52 and fitness 53 . Research is needed both on how to make PA change programs fun and how to make the actual PA fun, and active videogames may provide an approach for doing so.…”
Section: What Might Be Done To Increase Chinese Children's Level Of Pa?mentioning
confidence: 99%
“…A form of intrinsic motivation is fun, 50 which is often associated with playing games. Although simply providing active videogames to a child for playing at home does not increase the child's PA, 51 active videogames have been used in large programs and have increased child PA 52 and fitness 53 . Research is needed both on how to make PA change programs fun and how to make the actual PA fun, and active videogames may provide an approach for doing so.…”
Section: What Might Be Done To Increase Chinese Children's Level Of Pa?mentioning
confidence: 99%
“…Scientific literature has shown the potential of AVG to increase the energy expenditure and to replace sedentary behaviors by promoting light-to-moderate PA [ 28 , 29 , 30 , 31 , 32 , 33 , 34 ]. Although some studies have reported the benefits of AVG on body composition [ 35 ], CRF [ 36 ], and motor competence [ 37 , 38 ], the effects of AVG on health-related physical fitness need further investigation because of the importance it can have for their present and future health.…”
Section: Introductionmentioning
confidence: 99%
“…Unlike the conventional sedentary video games that may lead to sedentary lifestyles [9], active video games (AVGs) represent a variety of video games that require bodily movement and PA while playing, and have been increasingly used to promote PA and health in school settings [10]. A growing body of evidence suggests that AVGs have the potential to improve health behaviors (e.g., physical activity, physical fitness, motivation, motor skills) in youth [11,12,13,14]. Mechanisms to achieve these benefits include improvements in motivation (e.g., enjoyment, self-efficacy, perceived competence, and social support) that capture and sustain interest in PA [10].…”
Section: Introductionmentioning
confidence: 99%