The purpose of this study was to compare the effects of sedentary video gaming (SVG), active video gaming (AVG), and brisk walking (WLK) on inhibition and reaction time using the Flanker task in boys with and without autism spectrum disorder (ASD).We had 9 participants with ASD and 10 age-matched participants without ASD perform 20-minute bouts of each activity, and then had them take the Flanker test.Dependent measures were reaction time (RT) and accuracy (ACC).A Chi-Square analysis revealed that the ASD and TD groups significantly differed in the percent of participants who improved in both of these measures.Next, we looked at each of the conditions exclusively within the ASD group and compared congruent and incongruent trials.In the AVG condition, participants improved a significantly higher percentage on ACC.In the SVG condition, participants improved a significantly higher percentage on incongruent in RT; for ACC, a higher percentage improved on the congruent trials.In WLK, participants improved a significantly higher percentage in RT in the congruent condition.
OBJECTIVEWe compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity.MATERIALS AND METHODParticipants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox® Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure.RESULTSMain effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure.CONCLUSIONSAVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.
Background:We compared children with, at-risk for, or without developmental coordination disorder (DCD) on the Test of Gross Motor Development (TGMD-2) and the Movement Assessment Battery for Children (MABC) through (a) correlations, (b) gender and age comparisons, (c) cross tab analyses, and (d) factor analyses.Method:Children (N = 424; age range: 4–10 years) from southern Brazil completed the TGMD-2 and MABC and placed into groups (DCD: ≤ 5th%, n = 58; at-risk: > 5th to ≤ 15th%, n = 133; typically developing (TD) >16th%, n = 233).Results:The strongest correlation was between total performance on the TGMD-2 and MABC (r = .37). No gender differences were found for performance on the MABC while boys performed better than girls on the TGMD-2. Cross tab analyses indicated a high level of agreement for children who performed in the lowest percentiles on each assessment. Factor analyses suggested that, for both the TD and at-risk groups, three factors loaded on the motor assessments. In contrast, the DCD group loaded on a sport skill, general skill, and a manipulative skill factor, accounting for 42.3% of the variance.Conclusions::Evidence suggests that children who perform very poorly on one assessment are likely to perform poorly on the other. Children with DCD may have sports-related skill deficiencies.
The primary purpose of this study was to examine the effect of auditory pacing on period stability and temporal consistency of a dual motor task in children with and without dyslexia and with varying amounts of motor deficiency. Fifty-four children were divided into groups based on dyslexia diagnosis and score on the Movement Assessment Battery for Children-Second Edition (Movement ABC-2). Participants performed a dual motor task (clapping while walking) at a self-determined pace in a pretest block, practiced 4 blocks of 4 trials with a metronome pacing signal, and finished with a posttest block without auditory pacing. Measures of period stability (interclap/interheel strike intervals across trial blocks) and temporal consistency (coefficient of variation of period with trials) were taken. The results suggest that auditory pacing may improve period stability across groups, but does not appear to impact temporal consistency. Weak support existed for a general impairment of motor function in children diagnosed with dyslexia.