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There is growing interest in the use of consumer level exergames in movement skill acquisition. The purpose of this study was to investigate the relationship between movement proficiency and performance in virtual exergaming. Twenty seven children, aged 10–15 years participated in an experiment completing the Movement Assessment Battery for Children 2 (MABC-2) and a series of XBOX360 Kinect Sports exergaming tasks. Significant correlations were observed between MABC-2 aiming and catching percentile and exergame javelin and target kick, where the more proficient movers tended to perform better in the exergame. Statistically significant correlations were observed between MABC-2 balance percentile and exergaming sprint and target kick performance. In this study children who scored better in real life gross motor movement tasks performed better in most related exergaming activities. This suggests current exergaming technology has advanced to a point where body movement unencumbered by a physical or remote game device tether can extract movements resembling real life tasks, translate them into game play and reward proficient movers with higher in-game performance. It is possible that benefit gained in an exergaming environment by more proficient movers was a result of either their more proficient movement, or a greater ability to adapt to the exergame.  相似文献   
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Acute bouts of exercise have the potential to benefit children’s cognition. Inconsistent evidence on the role of qualitative exercise task characteristics calls for further investigation of the cognitive challenge level in exercise. Thus, the study aim was to investigate which “dose” of cognitive challenge in acute exercise benefits children’s cognition, also exploring the moderating role of individual characteristics. In a within-subject experimental design, 103 children (Mage = 11.1, SD = 0.9, 48% female) participated weekly in one of three 15-min exergames followed by an Attention Network task. Exergame sessions were designed to keep physical intensity constant (65% HRmax) and to have different cognitive challenge levels (low, mid, high; adapted to the ongoing individual performance). ANOVAs performed on variables that reflect the individual functioning of attention networks revealed a significant effect of cognitive challenge on executive control efficiency (reaction time performances; p = .014, ƞ2p = .08), with better performances after the high-challenge condition compared to lower ones (ps < .015), whereas alerting and orienting were unaffected by cognitive challenge (ps > .05). ANOVAs performed on variables that reflect the interactive functioning of attention networks revealed that biological sex moderated cognitive challenge effects. For males only, the cognitive challenge level influenced the interactive functioning of executive control and orienting networks (p = .004; ƞ2p = .07). Results suggest that an individualized and adaptive cognitively high-challenging bout of exercise is more beneficial to children’s executive control than less challenging ones. For males, the cognitive challenge in an acute bout seems beneficial to maintain executive control efficiency also when spatial attention resources cannot be validly allocated in advance. Results are interpreted referring to the cognitive stimulation hypothesis and arousal theory.  相似文献   
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Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects experiment, 97 healthy young adults completed four consecutive sets of two strength-based exercises. Participants completed one set as baseline and then each participant completed three more sets in three different interactive environments, experienced through a VR headset. Results showed that both the stressful virtual environment, where participants were hanging suspended over a city, and the social virtual environment where participants were audibly encouraged in a stadium, increased participants’ persistence in both exercises, when compared to the relaxing virtual environment. Specifically, the relaxing sunny beach environment caused poorer performances in a dead hang exercise among men (n = 30), and poorer performances in a core exercise among women (n = 66). Somewhat paradoxically, this relaxing virtual beach environment was considered the most enjoyable environment among both male and female participants. The potential of VR in exercise lies in its ability to provide pleasurable and performance-enhancing immersive environments that may be too expensive or dangerous in reality.  相似文献   
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