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Playing AVI During Tennis Training Process

Not Applicable
Completed
Conditions
Learning, Spatial
Cognitive Change
Interventions
Device: Active video games
Other: tennis training process
Registration Number
NCT03946436
Lead Sponsor
Marusic
Brief Summary

Developing movement capabilities and efficiently acquiring and assimilating movement information and knowledge in middle childhood stages is of great importance for performing complex movement structures in later stages of life. Our study is directed to researching the influence of active video games (AVG) on assessment of tennis motor skills and visual capabilities in middle childhood, as a part of two separate sub-researches.

Detailed Description

In the first sub-research, which included a sample of 55 children aged between 7 and 9, the investigators measured the physiological responses of bodies after acute and chronic exposure to playing AVG. The investigators established a significant difference in skin conductance before beginning the intervention between the virtual and actual game. After the intervention, the experimental group had a significantly higher average value of heart rate frequency and breathing frequency while playing AVG in comparison to the control group.

In the second sub-research the investigators measured progress in tennis technique (TRSC test), development of gross motor skills and change in reaction time on the same group of children. In the TRSC test, the control group improved in all sub-groups with both strokes. The experimental group made no improvements in sub-group 3d with the ''forehand'', 1d and 3d with the ''backhand''. In the gross motor skill development test the investigators have not established a significant interaction effect. In the analogue reaction time measurement test, the investigators recorded a significant interaction between time x group. The same goes for Simon's test with incongruent stimuli, with congruent the interaction was of no relevance.

The investigators established that the use of AVG can represent a new strategy for combining movement/sports activities and cognitively directed tasks aiming at effective assessment of tennis skills.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
55
Inclusion Criteria
  • Age limit
Exclusion Criteria
  • excluded were players with injuries or long-term body impairments that prevented them from performing shots as they are usually instructed.

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
I-AVItennis training processThe I-AVI group were involved in a regular tennis training process, two times a week for one hour. Additionally right after the tennis lessons they played a Virtua Tennis 4 active video game for 20 minutes per participant. They use the playstation kinect console. The intervention lasted 6 months.
NO-AVItennis training processThe NO_AVI group were involved in a regular tennis training process, two times a week for one hour. The training process lasted 6 months.
I-AVIActive video gamesThe I-AVI group were involved in a regular tennis training process, two times a week for one hour. Additionally right after the tennis lessons they played a Virtua Tennis 4 active video game for 20 minutes per participant. They use the playstation kinect console. The intervention lasted 6 months.
Primary Outcome Measures
NameTimeMethod
Psychophysiological body responses 1: skin conductancechange from baseline to 3-months intervention

Skin conductance measured in micro siemens

Psychophysiological body responses 2: skin temperaturechange from baseline to 3-months intervention

Skin temperature measured in Celsius

Psychophysiological body responses 3: heart rate frequencychange from baseline to 3-months intervention

hear rate measured in beats per minute

Psychophysiological body responses 4: breathing frequencychange from baseline to 3-months intervention

breathing frequency measured in breaths per minute

Secondary Outcome Measures
NameTimeMethod
TGMD-3 scale (Test of Gross Motor Development-Third Edition)change from baseline to 3-months intervention

The TGMD-3 has two subtests. The first subtest, Locomotor, measures the gross motor skills that require fluid coordinated movements of the body as the child moves in one direction or another. The second subtest, Ball Skills, measure the gross motor skills that demonstrate efficient throwing, striking, and catching movements. The TGMD-3 provides an overall composite score (Gross Motor). The two subtest scaled scores are combined to form the Gross Motor composite. The Examiner's Manual discusses the test's theoretical and research-based foundation, item development, standardization, administration and scoring procedures, normative tables, and guidelines for using and interpreting the test's results. The TGMD-3 scale is used to measure the fundamental motor skills in 3-10 year-old children with typical development. The raw score for locomotor subtest is between 0 and 46, while the raw score for ball skills is between 0 and 54. The overall raw score for the test is between 0 and 100.

Trial Locations

Locations (1)

Tenis klub San Simon Izola

🇸🇮

Izola, Slovenia

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