Trends in Sedentary Behavior, Physical Activity, and Motivation during a Classroom-Based Active Video Game Program

Int J Environ Res Public Health. 2019 Aug 7;16(16):2821. doi: 10.3390/ijerph16162821.

Abstract

The purpose of this preliminary study was to investigate trends in children's sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 minutes per school day for 12 consecutive weeks. School day time in SB and PA, in addition to step counts, were assessed across 12 weeks using accelerometers and motivation was assessed via questionnaires. Mixed effects models with a quadratic time parameter were employed to examine time trends. A significant negative trend was observed for SB, while light and vigorous PA and step counts yielded positive trends until approximately 8-9 weeks where a quadratic inflection point was observed (p < 0.001). Regarding motivational variables, enjoyment and social support from teachers significantly increased across 12 weeks (p < 0.05). A 12 week classroom AVG program yielded a positive trend in school day light and vigorous PA and step counts, and a negative trend in SB until 8-9 weeks into the program. This study supports the use of low-cost classroom-based AVG programs to improve children's physical and mental health, but favorable PA trends were attenuated past 8-9 weeks.

Keywords: exergaming; physical activity; psychosocial variables; school children.

MeSH terms

  • Child
  • Exercise*
  • Female
  • Humans
  • Male
  • Motivation*
  • Schools*
  • Sedentary Behavior*
  • United States
  • Video Games*