語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Increasing Physical Activity in Adul...
~
Mooney, Michele.
FindBook
Google Book
Amazon
博客來
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System./
作者:
Mooney, Michele.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2022,
面頁冊數:
147 p.
附註:
Source: Dissertations Abstracts International, Volume: 84-05, Section: B.
Contained By:
Dissertations Abstracts International84-05B.
標題:
Behavioral sciences. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29394506
ISBN:
9798351452128
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
Mooney, Michele.
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
- Ann Arbor : ProQuest Dissertations & Theses, 2022 - 147 p.
Source: Dissertations Abstracts International, Volume: 84-05, Section: B.
Thesis (Ph.D.)--Capella University, 2022.
This item must not be sold to any third party vendors.
Low levels of physical activity in adulthood have been correlated with increased health-related issues such as Type 2 diabetes, heart disease, obesity, and early death. It is recommended that adults aged 18-64 engage in at least 150 minutes of physical activity per week to decrease health issues. Recent research has indicated that only 14% of adults with intellectual disabilities engage in daily physical activity. Applied behavior analysis focuses on the use of reinforcement to increase occurrences of future behavior. Gamification relies on levels, points, and individualized goals to change behavior using operant behavior theory. Gamification techniques have been shown to increase physical activity in individuals without intellectual disabilities and positively impact the quality of life for individuals without intellectual disabilities. There is limited research on gamification techniques to increase physical activity in adults with intellectual disabilities. This research aimed to answer the following research question: What are the effects of a gamification system on physical activity in adults with intellectual disabilities? A changing criterion design with an embedded reversal investigated a gamification system on physical activity with four adults with intellectual disabilities. Visual analysis of the data indicated that all four adults increased physical activity levels during the intervention phases, but the specific variable responsible for this increase cannot be determined. A social validity assessment given to both research participants and staff supporting the research participants found high satisfaction with the use of wearable devices to track physical activity and their participation in the research. Future research should focus on the use of gamification in other areas of support for adults with intellectual disabilities, as well as the identification of specific behavioral principles within gamification that can positively affect behavior change.
ISBN: 9798351452128Subjects--Topical Terms:
529833
Behavioral sciences.
Subjects--Index Terms:
Adults
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
LDR
:03294nmm a2200421 4500
001
2396527
005
20240611104322.5
006
m o d
007
cr#unu||||||||
008
251215s2022 ||||||||||||||||| ||eng d
020
$a
9798351452128
035
$a
(MiAaPQ)AAI29394506
035
$a
AAI29394506
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Mooney, Michele.
$3
3766217
245
1 0
$a
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2022
300
$a
147 p.
500
$a
Source: Dissertations Abstracts International, Volume: 84-05, Section: B.
500
$a
Advisor: Murray, Andrea.
502
$a
Thesis (Ph.D.)--Capella University, 2022.
506
$a
This item must not be sold to any third party vendors.
520
$a
Low levels of physical activity in adulthood have been correlated with increased health-related issues such as Type 2 diabetes, heart disease, obesity, and early death. It is recommended that adults aged 18-64 engage in at least 150 minutes of physical activity per week to decrease health issues. Recent research has indicated that only 14% of adults with intellectual disabilities engage in daily physical activity. Applied behavior analysis focuses on the use of reinforcement to increase occurrences of future behavior. Gamification relies on levels, points, and individualized goals to change behavior using operant behavior theory. Gamification techniques have been shown to increase physical activity in individuals without intellectual disabilities and positively impact the quality of life for individuals without intellectual disabilities. There is limited research on gamification techniques to increase physical activity in adults with intellectual disabilities. This research aimed to answer the following research question: What are the effects of a gamification system on physical activity in adults with intellectual disabilities? A changing criterion design with an embedded reversal investigated a gamification system on physical activity with four adults with intellectual disabilities. Visual analysis of the data indicated that all four adults increased physical activity levels during the intervention phases, but the specific variable responsible for this increase cannot be determined. A social validity assessment given to both research participants and staff supporting the research participants found high satisfaction with the use of wearable devices to track physical activity and their participation in the research. Future research should focus on the use of gamification in other areas of support for adults with intellectual disabilities, as well as the identification of specific behavioral principles within gamification that can positively affect behavior change.
590
$a
School code: 1351.
650
4
$a
Behavioral sciences.
$3
529833
650
4
$a
Disability studies.
$3
543687
650
4
$a
Mass communications.
$3
3422380
650
4
$a
Kinesiology.
$3
517627
650
4
$a
Exercise.
$3
532868
653
$a
Adults
653
$a
Applied behavior analysis
653
$a
Gamification
653
$a
Intellectual disabilities
653
$a
Physical activity
653
$a
Reinforcement
690
$a
0602
690
$a
0201
690
$a
0575
690
$a
0708
710
2
$a
Capella University.
$b
School of Social and Behavioral Sciences.
$3
3480637
773
0
$t
Dissertations Abstracts International
$g
84-05B.
790
$a
1351
791
$a
Ph.D.
792
$a
2022
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29394506
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9504847
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入