ExerCube Training on Executive Functions in Young Athletes
The Influence of a Ten-week ExerCube Training on Executive Functions as Well as on Training Motivation, Enjoyment and Mental Well-being in Young Athletes
研究概览
研究类型
注册 (实际的)
阶段
- 不适用
联系人和位置
学习地点
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Zürich、瑞士、8093
- Institute of Human Movement Sciences and Sport, ETH Zürich
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参与标准
资格标准
适合学习的年龄
接受健康志愿者
有资格学习的性别
描述
Inclusion Criteria:
- Female and male
- Age between 15 to 20 years
- Young athletes (game sports)
- Healthy (self-reported)
- Able to provide written informed consent and understand instructions
Exclusion Criteria:
- History of cardiovascular issue that would prevent training participation
- Asthma (not controllable)
- Musculosceletal injuries that would prevent training participation
- Pain that would be reinforced by sportive activities
- Pregnancy
学习计划
研究是如何设计的?
设计细节
- 主要用途:其他
- 分配:非随机化
- 介入模型:并行分配
- 屏蔽:无(打开标签)
武器和干预
参与者组/臂 |
干预/治疗 |
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实验性的:ExerCube group
The ExerCube is an immersive fitness game setting that combines innovative soft- and hardware designs with state of-the-art training concepts.
The ExerCube has three walls which serve as virtual reality projection screens and haptic interfaces.
The ExerCube is a playful physical-cognitive exergame training.
The user navigates a virtual environment/reality via whole body exercise.
The video game navigates the user and triggers various cognitive functions.
The used physical exercises are functionally and elicit the improvement of endurance and strength components.
Via different monitoring systems (points and heart rate), the game adapts to the individual abilities and training level to tailor workout intensity.
The ExerCube training consists of two sessions a week each session will last about 30 minutes of which 25 minutes will be pure playtime
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An exergame combines exercise and gaming in a holistic approach.
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无干预:Control group
The control group does not have any additional ExerCube training.
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研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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FitLight
大体时间:Before and after the intervention, within two weeks
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FitLight Trainer™ (Sports Corp. Ontario, Canada) is a commercially available product and consists of eight LED powered lights controlled by a wireless connection via a tablet.
The tablet is running on android version 4.2.2 and has in advance a FitLight Trainer™ software to interact with the lights.
With this software, it is possible to generate new specific light sequences.The FitLight allow the testing of executive functions depending on the programmed sequences.
The participants use whole-body movements of arms and legs to solve the programmes sequences.
Before the participants execute the main test, they perform a pre-test to minimize the learning effect and to get familiar with the test environment
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Before and after the intervention, within two weeks
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Test for Attentional Performance
大体时间:Before and after the intervention, within two weeks
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Initially the TAP (D-TAP 2.3 VL, PSYTEST, Psychologische Testsysteme, Herzogenrath, Germany) was developed to assess attentional deficits in a cerebral impaired population.
The participants perform a simple reaction task.The stimuli are presented on a screen of a personal computer.
Before the participants execute the main test, they perform a pre-test to minimize the learning effect and to get familiar with the test environment.
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Before and after the intervention, within two weeks
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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Situation Motivation Scale
大体时间:Before and after the intervention, within two weeks
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The Situation Motivation Scale was designed to assess the constructs of intrinsic motivation, identified regulation, external regulation and amotivation in field and laboratory settings. - 16 items graded on a 7-point Likert scale, a higher score means a better outcome |
Before and after the intervention, within two weeks
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Flow Short Scale
大体时间:Before and after the intervention, within two weeks
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The first 10 items measure the components of Flow-Experience as first described by Mihaly Csikszentmihalyi 1975. The items 11 - 13 measure Worry someone may have in the situation the measurement is made. - 13 items graded on a 7-point Likert scale, Item 1-10: a higher score means a better outcome, Item 11-13: a lower score means a better outcome |
Before and after the intervention, within two weeks
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Physical Activity Enjoyment Scale
大体时间:Before and after the intervention, within two weeks
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The Physical Activity Enjoyment Scale was developed to measure physical activity enjoyment using college-aged students. The scale is a reliable and valid measure of enjoyment in physical activity environments. - 18 bipolar statements and a 7-point continuum, a higher score means a better outcome |
Before and after the intervention, within two weeks
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Warwick-Edinburgh Mental Well-being Scale
大体时间:Before and after the intervention, within two weeks
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This mental well-being scale is a valid measurement at a population and on an individual level.
The questionnaire consists of 14 items and covers following aspects of mental health: positive affect (feelings of optimism, cheerfulness, and relaxation), satisfying interpersonal relationships, positive functioning (energy, clear thinking, self-acceptance, personal development, competence and autonomy).
A minimum score of 14 and a maximum score of 70 can be achieved, whereas a score from 51 can be assumed normal.
The higher the score is, the higher the level of mental well-being.
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Before and after the intervention, within two weeks
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合作者和调查者
研究记录日期
研究主要日期
学习开始 (实际的)
初级完成 (实际的)
研究完成 (实际的)
研究注册日期
首次提交
首先提交符合 QC 标准的
首次发布 (实际的)
研究记录更新
最后更新发布 (实际的)
上次提交的符合 QC 标准的更新
最后验证
更多信息
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