Mohamed A. Hassan , Suryeon Ryu , Kun Tao , Ru Wang , Minghui Quan , Zan Gao
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引用次数: 0
摘要
这项研究调查了年轻人在不同运动方式(运动型有氧舞蹈与传统有氧舞蹈)下感知用力(RPE)和情绪的平均差异。40名年轻人(20名女性;Mage=20.38)分别完成了两次12分钟的舞蹈:1)不间断的运动游戏有氧舞蹈(Xbox 360 Kinect Just dance-Just Sweat around the World);以及2)由经验丰富的教练带领的传统有氧舞蹈。参与者的RPE每4分钟通过Borg感知锻炼量表(14分Likert量表)进行评估,每次训练后通过Brunel情绪量表(5分Liker特量表)测量情绪。MANOVA用于检测两次舞蹈会话之间这些结果的平均差异。结果显示,整个模型的舞蹈会话之间存在显著差异(p<0.01)。详细而言,与有氧舞蹈相比,参与者对运动游戏舞蹈的RPE显著较低。在情绪方面,与有氧舞蹈相比,运动游戏舞蹈表现出明显更低的困惑(p<;0.05)。同样,参与者报告运动游戏舞蹈与有氧舞相比疲劳程度显著降低(p<!0.01)。研究结果表明,与传统有氧舞蹈相比较,运动游戏舞可能会导致年轻人感知到的RPE和疲劳程度降低。
Young adults’ rating of perceived exertion and mood in exergaming dance and aerobic dance
This study investigated mean differences in young adults’ rating of perceived exertion (RPE) and mood in different exercise modalities (exergaming aerobic dance vs. traditional aerobic dance). Forty young adults (20 females; Mage = 20.38) completed two separate 12-minute dance sessions: 1) non-stop exergaming aerobic dance (Xbox 360 Kinect Just Dance - Just Sweat around the World); and 2) traditional aerobic dance led by an experienced instructor. Participants’ RPE was assessed via the Borg Rating of Perceived Exertion Scale (14-point Likert scale) every 4 min, and mood was measured by the Brunel Mood Scale (5-point Likert scale) following each session. MANOVA was used to detect mean differences in these outcomes between the two dance sessions. Results revealed significant differences between dance sessions for the overall model (p < 0.01). In detail, participants had significantly lower RPE toward exergaming dance compared to aerobic dance. In terms of mood, exergaming dance showed significantly lower confusion compared to aerobic dance (p < 0.05). Similarly, participants reported significantly lower fatigue in exergaming dance versus aerobic dance (p < 0.01). Findings suggest that exergaming dance may lead to less perceived RPE and fatigue among young adults compared to traditional aerobic dance.