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"U Got 2 Move It" pilot study: Impac...
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Loma Linda University., Health Promotion and Education.
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"U Got 2 Move It" pilot study: Impact of an after-school interactive video exertainment program for underserved children.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
"U Got 2 Move It" pilot study: Impact of an after-school interactive video exertainment program for underserved children./
作者:
Young, Tammy L.
面頁冊數:
193 p.
附註:
Adviser: Helen Hopp Marshak.
Contained By:
Dissertation Abstracts International69-04B.
標題:
Education, Health. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3308118
ISBN:
9780549571704
"U Got 2 Move It" pilot study: Impact of an after-school interactive video exertainment program for underserved children.
Young, Tammy L.
"U Got 2 Move It" pilot study: Impact of an after-school interactive video exertainment program for underserved children.
- 193 p.
Adviser: Helen Hopp Marshak.
Thesis (Dr.P.H.)--Loma Linda University, 2007.
Purpose. The purpose of this pilot study was to assess the effects of a four-week interactive video "exertainment" program in underserved children, as part of an after-school program based on social cognitive theory.
ISBN: 9780549571704Subjects--Topical Terms:
1017668
Education, Health.
"U Got 2 Move It" pilot study: Impact of an after-school interactive video exertainment program for underserved children.
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Thesis (Dr.P.H.)--Loma Linda University, 2007.
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Purpose. The purpose of this pilot study was to assess the effects of a four-week interactive video "exertainment" program in underserved children, as part of an after-school program based on social cognitive theory.
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Background. The prevalence of childhood overweight in the United States has increased by 50% in the last two decades (Schumann, Nichols X Lingston, 2002) and 25% to 30% of U.S. children between the ages of 6 and 17 are obese (Moran, 1999). Several studies show that sedentary activities such as television viewing, using a computer, and playing video games increase the risk of childhood obesity (Ebbeling, Pawlak & Ludwig, 2002; Dennison, Erb & Jenkins, 2002; Yackel, 2003). An innovative means of reducing sedentary activity in children through the use of video "exergames" or "exertainment" is becoming a popular means of increasing physical activity in children. A limited number of studies show that "exergames" can make a positive contribution to players' stress management, weight management, fitness, and health (Lieberman, 2006). More research is needed to determine if and how these interactive video games improve physical activity and overall health in children at high risk for obesity.
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Method. Participants consisted of 58 children recruited from an existing after-school program in the San Bernardino City Unified School District. The participants were children ages 7-12 years of lower socioeconomic status living in Southern California. Pre- and post-assessments were made to see if there were improvements in attitude, self-efficacy, outcome expectations, body composition, cardiovascular endurance, body image, physical activity outside the intervention, absenteeism, and academic achievement.
520
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Analyses. Results from this study showed that there was a 16% decrease in resting heart rate from baseline to post-intervention for males (p=≤.001) and a 12.9% decrease in resting heart rate for females (p=≤.001). Average active heart rate decreased for all subjects post-intervention representing at 7.16% decrease for males (p=041) and 5.2% decrease for females ( p=053). Absenteeism rates improved significantly for students participating in the intervention. The mean number of days students were absent during the intervention (3.73, p=020) decreased compared to prior to starting the intervention (000, p=000). Academic scores showed significant improvements in the students' mean math performance while participating in the intervention (t=3.63, p=001) compared to non-participants (t=2.16, p=.042). The average percent body fat in males showed a non-significant decrease by less than 1% (-.89, p=.295). There were no significant changes on the other study variables.
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Application to Health Education. The "U Got 2 Move It" program focused on promoting healthy lifestyle modifications in America's youth as a means of reducing the risk of obesity in underserved children by introducing an appealing format for activity---interactive video games in after-school programs. The results from this pilot test will serve as a model for health educators to partner with schools and community-based organizations to develop future health-related programs focusing on preventing or reducing the threat of obesity and related health problems in high risk children.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3308118
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