Acute Effect of Intermittent Exercise and Action-Based Video Game Breaks on Math Performance in Preadolescent Children

被引:6
作者
Block, Shannon S. [1 ]
Tooley, Trevor R. [1 ]
Nagy, Matthew R. [1 ,2 ]
O'Sullivan, Molly P. [1 ,2 ]
Robinson, Leah E. [2 ]
Colabianchi, Natalie [2 ]
Hasson, Rebecca E. [1 ,2 ,3 ]
机构
[1] Univ Michigan, Childhood Dispar Res Lab, Ann Arbor, MI 48109 USA
[2] Univ Michigan, Sch Kinesiol, Ann Arbor, MI 48109 USA
[3] Univ Michigan, Sch Publ Hlth, Ann Arbor, MI 48109 USA
基金
美国国家卫生研究院;
关键词
computer game; intermittent activity; cognition; PHYSICAL-ACTIVITY; ACADEMIC-ACHIEVEMENT; ATTENTION SKILLS; HEART-RATE; INTENSITY; CHILDHOOD; COGNITION; VALIDITY; TIME;
D O I
10.1123/pes.2017-0183
中图分类号
R72 [儿科学];
学科分类号
100202 ;
摘要
Purpose: The purpose of this study was to compare the acute effects of video game breaks and intermittent exercise breaks, performed at varying intensities, on math performance in preadolescent children. Methods: A total of 39 children (18 males and 21 females; aged 7-11 y) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity exercise breaks or 20 two-minute sedentary computer game breaks. The intensity of exercise breaks for the low-, moderate-, and high-intensity conditions corresponded with 25%, 50%, and 75% of heart rate reserve, respectively. Math performance was assessed 3 times throughout each condition day using a 90-second math test consisting of 40 single-digit addition and subtraction questions. Results: There were no significant differences in percent change in math scores (correct answers out of attempted) by condition [low: -1.3 (0.8), moderate: 0.1 (1.3), high: -1.8 (0.7), and computer: -2.5 (0.8); P > .05]. There were significant differences in percent change in math scores over the course of the condition days with lower math scores reported at end-of-day test compared with midday test [-2.4 (0.5) vs -0.4 (0.3); P = .01]. There were no significant condition x time, time x age, condition x age, or condition x time x age interactions (all Ps > .05). Conclusion: Action-based video game and exercise breaks elicit the same level of math performance in children; however, time of day may impact this relationship. These findings may have important implications for instructional time in elementary classrooms.
引用
收藏
页码:326 / 334
页数:9
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