The Effect of Exergame-Supported Training on Reaction Time and Agility in Adolescent Table Tennis Players With Autism Spectrum Disorder
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 24
- 试验地点
- 1
- 主要终点
- Reaction Time
研究概览
简要总结
This study looks at whether a type of exercise video game, called an exergame, can help adolescent boys with autism spectrum disorder (ASD) who play table tennis react faster and move more quickly (agility) during play. Twenty-four adolescent male table tennis players with mild ASD are taking part. Half of them add 20 minutes of exergame training, using a light-based reaction device, to their usual table tennis practice twice a week for 8 weeks. The other half continue their usual table tennis practice only, without the exergame. Reaction time is measured using a light-based reaction device, and agility is measured using a standard running drill (the T-test), before and after the 8-week period. This study aims to find out whether exergame training added to regular practice can help young table tennis players with ASD react and move faster during matches.
详细描述
Autism spectrum disorder (ASD) is associated with a high prevalence of motor impairments, including deficits in reaction time and agility, both of which are key determinants of performance in table tennis. Despite the growing participation of individuals with ASD in competitive table tennis, no prior study has examined whether exergame-based training can improve these two performance components in this population.
This study uses a quasi-experimental design with a non-equivalent control group (allocation is by training centre rather than individual randomization, as sufficient eligible participants were not available at a single centre). Participants in the exercise group replace 20 minutes of their routine training with exergame training using a commercially available light-reaction device (BlazePod), delivered one-to-one under their usual club coach's supervision, twice weekly for 8 weeks across four progressively increasing difficulty levels (16 sessions total, 320 minutes of exergame training). The control group continues routine table tennis training only, matched for total session duration. Training protocols were developed by a multidisciplinary team including table tennis coaches experienced with athletes with disabilities and a special education expert, and all coaches received a standardised briefing and training manual before the intervention began.
Outcomes are assessed at baseline and after the 8-week intervention. Reaction time is assessed with the same light-reaction device used in training, and agility is assessed with a standard T-test protocol using photoelectric timing.
Reporting follows CONSORT 2010 guidance as closely as applicable to a non-randomized design, supplemented by the TREND statement for non-randomized designs.
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Parallel
- 主要目的
- Treatment
- 盲法
- None
入排标准
- 年龄范围
- 10 Years 至 19 Years(Child, Adult)
- 性别
- Male
- 接受健康志愿者
- 否
入选标准
- •Confirmed diagnosis of mild autism spectrum disorder (ASD), made by a child psychiatrist in accordance with DSM-5 criteria
- •Adolescent age
- •Competed in national table tennis competitions at least once
- •No orthopaedic disability
- •Not engaging in any exercise or training other than table tennis training Parental consent obtained
排除标准
- •Orthopaedic disability
- •Participation in exercise or training other than table tennis
- •Absence of parental consent
- •Absence of a confirmed ASD diagnosis
研究组 & 干预措施
Control Group
Arm Description: Participants continued their routine table tennis training only (50 minutes per session), twice weekly for 8 weeks, with no exergame component added.
Exergame Training Group
Participants continued their routine table tennis training (30 minutes per session) and additionally undertook 20 minutes of exergame training using a light-reaction device (BlazePod), delivered one-to-one under supervision of their club coach, twice weekly for 8 weeks across 4 progressively increasing difficulty levels (16 sessions total; 320 minutes of exergame training).
干预措施: Exergame Training (Behavioral)
结局指标
主要结局
Reaction Time
时间窗: Baseline (pre-intervention) and immediately after the 8-week training programme (post-intervention)
Outcome Measure Description: Average reaction time measured using the BlazePod light-reaction system. Pods were secured to the table in a triangular pattern at 20 cm intervals. Using the device's "random mode," "single colour (blue)," and "15 seconds" settings, participants extinguished illuminated pods as quickly as possible with their dominant hand; average reaction time was recorded as the performance metric.
Agility
时间窗: Baseline (pre-intervention) and immediately after the 8-week training programme (post-intervention)
Outcome Measure Description: Agility measured using the T-test protocol. A cone was placed 9.14 m from the starting point, with two additional cones placed 4.57 m to the right and left of it. Participants ran straight to the second cone, side-shuffled to the third, fourth, and back to the second cone, then ran backward to the start. Time to complete the course was recorded using a photoelectric electronic stopwatch (accuracy 0.01 s).
次要结局
- Height(Baseline and post-intervention (Week 8))
- Body Weight(Baseline and post-intervention (Week 8))
研究者
Monira Aldhahi
Associate Prof
Princess Nourah Bint Abdulrahman University
