The Effects of Acute Exercise and Virtual Reality Tasks on Children’s Memory Function and Exercise Preference

Charalampos Krommidas, E. Galanis, Emmanouil Tzormpatzakis, Mary Mary Hasandra, A. Hatzigeorgiadis, I. Morres, N. Comoutos, Y. Theodorakis
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Abstract

Background: It is well established that regular participation in exercise and virtual reality (VR) environments are important tools for improving or maintaining human health and cognitive function. Objectives: This study examined the effects of acute exercise and VR environments on children’s memory function and exercise preference (i.e. cycling with or without the use of VR technology). Methods: Α 2×3 factorial design was adopted with two measures (pre, post) and three study groups. Forty-five healthy children aged 9 to 13 years (Mage = 10.91±1.24 years) voluntarily participated in the study. Participants were randomly assigned into three groups receiving different treatment: (1) an exercise+VR group that cycled for 15 min in a VR environment (forest path) combined with basic mathematical problem-solving tasks, (2) an exercise group that cycled for 15 min, and (3) a no-exercise group that sat in a specific place in a lab for 15 min (the control group). Before and after the acute exercise, all the groups completed the Sternberg Memory Task. Upon completion of the intervention, the two exercise groups completed measures of enjoyment, intention and attitudes towards cycling. The exercise+VR group also completed a scale capturing the VR’s usability. Results: The results show that the exercise group scored higher on Sternberg’s Memory Task (p .05) after the acute exercise treatment (post) than before it (pre). Similarly, the exercise+VR participants scored higher on the post-intervention memory task than did the exercise and control groups (p .05). Moreover, the exercise+VR group reported higher scores on enjoyment, intention and attitude towards cycling than the exercise group, but this difference was not statistically significant (p .05). Finally, the exercise+VR participants recorded high scores on the usability of the VR system during the acute exercise programme. Conclusions: These findings are in line with those of previous studies, underlining the important roles of exercise and VR environments on youths’ cognitive function.
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急性运动和虚拟现实任务对儿童记忆功能和运动偏好的影响
背景:众所周知,经常参加锻炼和虚拟现实(VR)环境是改善或维持人类健康和认知功能的重要工具。目的:本研究考察了急性运动和虚拟现实环境对儿童记忆功能和运动偏好(即使用或不使用虚拟现实技术骑自行车)的影响。方法:采用2×3因子设计,分为两组(治疗前、治疗后)和三组。45名9至13岁的健康儿童(Mage=10.91±1.24岁)自愿参与了这项研究。参与者被随机分为三组,接受不同的治疗:(1)在VR环境(森林小路)中骑行15分钟的运动+VR组,结合基本的数学问题解决任务,(2)骑行15分钟,(3)在实验室特定位置坐15分钟的无运动组(对照组)。在急性运动前后,所有组均完成了Sternberg记忆任务。干预结束后,两个锻炼组完成了对骑自行车的乐趣、意图和态度的测量。练习+VR小组还完成了一个捕捉VR可用性的量表。结果:结果显示,运动组在急性运动治疗(后)后的Sternberg记忆任务得分高于治疗前(前)。同样,运动+VR参与者在干预后记忆任务上的得分高于运动组和对照组(p。05)。此外,运动+VR组在骑自行车的乐趣、意图和态度方面的得分高于锻炼组,但这一差异没有统计学意义(p。0.05)。最后,运动+VR参与者在急性运动计划期间对VR系统的可用性记录了高分。结论:这些发现与先前的研究一致,强调了锻炼和虚拟现实环境对青少年认知功能的重要作用。
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来源期刊
International Journal of Kinesiology and Sports Science
International Journal of Kinesiology and Sports Science Health Professions-Physical Therapy, Sports Therapy and Rehabilitation
CiteScore
1.80
自引率
0.00%
发文量
7
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