The effect of active video gaming on physical activity levels of students with developmental disabilities / by David Richard Schillo.

Author/creator Schillo, David Richard author.
Other author Decker, James T., degree supervisor.
Other author East Carolina University. Department of Kinesiology.
Format Theses and dissertations
Publication[Greenville, N.C.] : [East Carolina University], 2014.
Description69 pages : color illustrations
Supplemental ContentAccess via ScholarShip
Subjects

Summary The purpose was to examine differences in physical activity levels of children (N = 24) with developmental disabilities in traditional adapted physical education activities compared with Nintendo Wii Fit active video gaming activities. Students' physical activity levels were monitored for one adapted physical education practicum session. Physical activity was measured via ActiGraph GT3X+ accelerometer. An dependent groups t-test was used to compare mean accelerometer activity counts per minute between the traditional adapted physical education activities condition and the Nintendo Wii Fit active video gaming condition. Cohen's delta (d) was calculated to provide an estimate of the size of the difference between groups. The difference between physical activity levels of children in traditional adapted physical education activities (8,958 ± 3,580 activity counts per minute) and active video gaming activities (8,834 ± 3,609 activity counts per minute) was not statistically significant (p > 0.05), and the size of the difference was small (d = 0.03).
General notePresented to the faculty of the Department of Kinesiology.
General noteAdvisor: James T. Decker.
General noteTitle from PDF t.p. (viewed July 8, 2014).
Dissertation noteM.S. East Carolina University 2014.
Bibliography noteIncludes bibliographical references.
Technical detailsSystem requirements: Adobe Reader.
Technical detailsMode of access: World Wide Web.

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