Effect of active video games on students during physical education classes in school
- Conditions
- Disorders of environmental originAnxietyMood DisordersDisorders of Excessive SomnolenceSelf ConceptF02.463.425.770.379F01.470.132F03.600F01.752.747.792C10.886.425.800.200
- Registration Number
- RBR-5fm97x
- Lead Sponsor
- niversidade do Estado de Santa Catarina - UDESC
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Recruiting
- Sex
- Not specified
- Target Recruitment
- Not specified
Participation of students invited to compose the project sample will be voluntary; Inclusion criteria are no health limitations that prevent participation in exercise evaluations or protocols; Students included to participate in the study should be in the elementary or high school classes, and should be between the ages of 07 to 18 years; be able to participate regularly in the physical education classes proposed by the school.
Exclusion criteria for the research participant are: withdrawal request by the participant or guardian; presentation of some physical limitation that makes the practice of exergames impossible; attend less than 75% of classes.
Study & Design
- Study Type
- Intervention
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method We will observe whether the practice of exergames during physical education classes produces significant differences in the physical and psychological health of children and adolescents compared to physical education classes.
- Secondary Outcome Measures
Name Time Method We will observe whether the practice of exergames during physical education classes has significant lasting positive effects after 3 weeks of the last session on the physical and psychological health of children and adolescents compared to physical education classes.