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  • 文章类型: Journal Article
    像iPad这样的数字设备从小就在儿童游戏中盛行。这如何塑造幼儿的游戏是一个相当大的争论领域,没有任何明确的共识,如何不同的游戏形式被带入iPad的互动。在这项研究中,我们检查了两个学龄前儿童的98个游戏活动,以2岁和4-5岁为特征,他们玩iPad和非数字人工制品。使用了三种分析方法:建立在数字游戏框架上的索引[Bird,Jo,还有苏珊·爱德华兹.2015.儿童通过游戏学习使用技术:数字游戏框架。“英国教育技术杂志”46(6):1149-1160。doi:10.1111/bjet.12191],指数的定量描述,并对儿童游戏进行了定性互动分析。结果表明,与iPad的游戏相比,使用iPad的游戏表现得更少,与年龄典型的游戏规范不同。我们讨论了这些结果对儿童在当代幼儿环境中的游戏和儿童的学习意味着什么。
    Digital devices such as iPads are prevalent in children\'s play from an early age. How this shapes young children\'s play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2 and 4-5-year-olds, their play with iPads and non-digital artefacts. Three analytical approaches were used: an index built on a digital play framework [Bird, Jo, and Susan Edwards. 2015. \"Children Learning to Use Technologies Through Play: A Digital Play Framework.\" British Journal of Educational Technology 46 (6): 1149-1160. doi:10.1111/bjet.12191 ], a quantitative description of the index, and a qualitative interaction analysis of children\'s play. Results show how play with iPads is characterised as less ludic than play with other artefacts, and diverges from the age-typical norms of play. We discuss what these results might mean for children\'s play in contemporary early childhood settings and for children\'s learning.
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  • 文章类型: Journal Article
    本研究旨在研究各种弓丝和托槽系统之间的作用,探索特定扭矩的角度值的潜在变化,以及沿不同支架系统给定角度的扭矩值。因此,结合不同尺寸的不同不锈钢弓丝(0.016″×0.022″,0.018″×0.025″,和0.019英寸×0.025英寸)。使用六分量力/扭矩传感器评估扭矩产生和传递过程中的生物力学行为。扭矩角(5-45°)在随后的扭矩测量中指定。并且通过设置扭矩(5-30Nmm)和测量角度来颠倒顺序。具有0Nmm扭矩的参考测量用于评估支架插槽间隙。对于0.016″×0.022″的钢丝,腭负荷时的支架间隙(0Nmm)范围为20.06°~32.50°,0.018″×0.025″导线为12.83°和21.11°,0.019″×0.025″导线为8.39°和18.73°。BioQuick®支架表现出最高的发挥,而WaveSL®和Damon®Q支架显示出最低的发挥(p<0.001)。在实现5-20Nmm的扭矩所需的扭矩角度中观察到支架之间的显著差异(p<0.001)。总之,每个支架系统都有不同的扭矩传递,这对于实现正确的扭矩传递和避免牙根吸收等并发症具有重要的临床意义。
    This study aims to examine the play between various archwires and bracket systems, exploring potential variations in angle values for specific torque and torque values for a given angle along different bracket systems. Therefore, seven brackets systems were evaluated in conjunction with different stainless steel archwires of varying dimensions (0.016″ × 0.022″, 0.018″ × 0.025″, and 0.019″ × 0.025″). Biomechanical behavior during torque development and transmission was assessed using a six-component force/torque sensor. Torque angles (5-45°) were specified with subsequent torque measurement, and the sequence was reversed by setting the torque (5-30 Nmm) and measuring the angle. A reference measurement with 0 Nmm torque served to evaluate bracket slot play. Bracket play (0 Nmm) during palatal load ranged between 20.06° and 32.50° for 0.016″ × 0.022″ wire, 12.83° and 21.11° for 0.018″ × 0.025″ wire, and 8.39° and 18.73° for 0.019″ × 0.025″ wire. The BioQuick® bracket exhibited the highest play, while Wave SL® and Damon® Q brackets demonstrated the lowest play (p < 0.001). Significant differences (p < 0.001) between the brackets were observed in the torque angles required to achieve torques of 5-20 Nmm. In summary, each bracket system has a different torque transmission, which is of great clinical importance in order to achieve correct torque transmission and avoid complications such as root resorption.
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  • 文章类型: Journal Article
    父母的语言输入会影响儿童的语言结果,但可能会根据某些特征而有所不同。这项研究根据幼儿的发展技能,研究了幼儿在自闭症可能性不同的两种情况下父母语言的差异。父母语言(数量,质量,和语用功能)在二元游戏和进餐时间互动过程中进行分析,作为对自闭症可能性较高和较低的幼儿研究的观察数据的次要数据分析。还评估了儿童的发育技能和感官处理。父母每分钟使用更多的单词,指令,游戏中的动词和更多的形容词,描述,和进餐时的问题。父母的语言根据儿童的精细运动技能而有所不同,接受语言,和感觉反应减退的水平,但不是自闭症的可能性。总的来说,这项研究发现,父母的语言根据环境和儿童的发展技能而有所不同。未来研究父母语言的研究应包括跨发展轨迹的语用功能和上下文。
    Parental language input influences child language outcomes but may vary based on certain characteristics. This research examined how parental language differs during two contexts for toddlers at varying likelihood of autism based on their developmental skills. Parental language (quantity, quality, and pragmatic functions) was analyzed during dyadic play and mealtime interactions as a secondary data analysis of observational data from a study of toddlers at elevated and lower likelihood of autism. Child developmental skills and sensory processing were also assessed. Parents used more words per minute, directives, and verbs during play and more adjectives, descriptions, and questions during mealtime. Parental language differed based on child fine motor skills, receptive language, and levels of sensory hyporesponsiveness but not autism likelihood. Overall, this study found that parental language varies based on context and child developmental skills. Future research examining parental language should include pragmatic functions and context across developmental trajectories.
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  • 文章类型: Journal Article
    尽管儿科医院已经存在了几十年,缺乏对医疗保健专业人员为什么以及如何在临床实践中使用游戏的共同理解。本研究旨在就医院干预和实践的一套共同原则和能力达成共识。我们进行了三轮Delphi研究,其中包括医院管理部门选择的医疗保健专业人员。第一轮包括关于在临床实践中使用游戏的开放式问题。原则和能力,包括学习目标,是通过迭代过程使用内容分析建立的。参与者在第二轮和第三轮中对每个原则和学习目标的重要性进行了评估。在66名参与者中,45(68%)在第1轮中做出了回应,在第2轮和第3轮中做出了41(62%)。与会者代表了十个国家和九个不同的卫生专业。三轮过后,我们确定了33项原则和6项总体能力:建立信任关系;传递信息和增进理解;促进合作和参与;减少与程序相关的焦虑和痛苦;支持应对和发展;确保专业的游戏方法,其中包括20个学习目标。结论:根据医疗保健专业人员的说法,在临床实践中发挥可用于与儿科患者沟通和建立关系,从而可能有助于提供以患者为中心的护理。我们的发现可能有助于指导和优先考虑未来的研究计划,并在医院中实施游戏干预措施和实践。已知:•证据表明,在临床实践中使用游戏可以在住院期间帮助儿科患者。尽管有证据支持游戏的使用,需要对儿科医疗保健专业人员为什么以及如何使用游戏有共同的理解。新增内容:•这项国际Delphi研究有助于对原则的共同跨专业理解,在临床实践中使用游戏的能力和学习目标。•这些发现有可能帮助制定针对医疗保健专业人员的培训计划,利用游戏以患者为中心的方法提供护理。
    Although play has existed in paediatric hospitals for decades, a shared understanding of why and how healthcare professionals use play in clinical practice is lacking. This study aims to reach consensus on a common set of principles and competencies for play interventions and practices in hospitals. We conducted a three-round Delphi study that included healthcare professionals selected by hospital management. The first round comprised open-ended questions on the use of play in clinical practice. Principles and competencies, including learning objectives, were established using content analysis through an iterative process. Participants rated the importance of each principle and learning objective in the second and third rounds. Among the 66 participants, 45 (68%) responded in round 1 and 41 (62%) in rounds 2 and 3. The participants represented ten countries and nine different health professions. After the three rounds, we identified 33 principles and six overall competencies: building trusting relationships; delivering information and increasing understanding; promoting cooperation and participation; reducing procedure-related anxiety and pain; supporting coping and development; and ensuring a professional approach to play, which comprised 20 learning objectives.  Conclusion: According to healthcare professionals, play in clinical practice can be used to communicate and build relationships with paediatric patients and thus potentially help provide patient-centred care. Our findings may help guide and prioritize future research initiatives and operationalize play interventions and practices in hospitals. What is Known: • Evidence suggests that using play in clinical practice can help paediatric patients during hospitals stays. • Despite the evidence supporting the use of play, a shared understanding of why and how paediatric healthcare professionals use play is needed. What is New: • This international Delphi study contributes to a shared interprofessional understanding of the principles, competencies and learning objectives for the use of play in clinical practice. • The findings have the potential to aid initiatives in developing training programmes for healthcare professionals in using play to provide care with a patient-centred approach.
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  • 文章类型: Journal Article
    背景:与无残疾的同龄人相比,残疾青少年的抑郁和孤立率高得惊人。有必要确定可以改善这一服务不足的人群的心理健康和隔离的干预措施。虚拟现实(VR)游戏“独立”耳机的创新使您可以更好地获得身临其境的高质量数字体验,由于其相对较低的成本。
    目的:本研究有三个目的,这是(1)检验低成本的初步效果,基于家庭的VR多人娱乐和社交抑郁症,社会化,和孤独感;(2)量化由参与者依从性衡量的计划的可接受性,总播放时间,和锻炼时间;(3)识别和描述影响参与者参与的行为机制。
    方法:这是一组,从设计前到设计后的试验。干预是在家里进行的。参与者从一家儿童医院招募。干预持续了4周,包括每周2×1小时的监督点对点游戏。参与者使用MetaQuest2耳机在以数字方式举行的私人聚会中与同龄人和2名教练会面。目标1用儿童抑郁量表2简表和加州大学进行了评估,洛杉矶孤独量表20项,这是社会孤立和孤独的衡量标准,分别。目标2通过以下指标进行评估:参与者依从性,玩游戏的类型,友谊的建立和游戏时间,以及节目的满意度和乐趣。
    结果:总计,12人参加(平均年龄16.6,SD1.8岁;男性:n=9,女性:n=3),8人完成了这个项目。8名参与者的平均出勤率为77%(总共64个可能的课程中有49个课程;平均6个,SD2个课程)。观察到改善儿童抑郁量表2短形式得分的趋势(平均干预前得分7.25,SD4.2;平均干预后得分5.38,SD4.1;P=.06;效应大小=0.45,95%CI-0.15至3.9),但这没有统计学意义;加州大学没有观察到差异,洛杉矶孤独量表20项得分。大多数参与者(7/8,88%)表示他们在课堂上与同伴成为朋友;50%(4/8)报告说他们与其他人一起玩。参与者报告说,他们对该计划的实施方式感到非常满意和满意。定性分析产生了4个定性主题,这些主题解释了决定参与该计划的行为机制。
    结论:研究结果表明,简短的VR小组计划可能对改善身体残疾青少年的心理健康有价值。参与者在网络上与同龄人和其他玩家建立了友谊,使用低成本的消费设备,提供易于访问和强大的扩大潜力。研究结果确定了可以解决的因素,以在更大的临床试验中增强该计划。
    背景:ClinicalTrials.govNCT05259462;https://clinicaltrials.gov/study/NCT05259462。
    RR2-10.2196/42651。
    BACKGROUND: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming \"standalone\" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost.
    OBJECTIVE: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement.
    METHODS: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children\'s hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children\'s Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment.
    RESULTS: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children\'s Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program.
    CONCLUSIONS: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial.
    BACKGROUND: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462.
    UNASSIGNED: RR2-10.2196/42651.
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  • 文章类型: Journal Article
    UNASSIGNED: Nature has been found to improve and promote health and prevent disease. Nature-based rehabilitation (NBR) delivered as part of neurorehabilitation is a developing approach. Yet to date the research is sparse. Following an acquired brain injury (ABI), people often experience impairments that cause limitations in activity and participation in daily life, which can impact the quality of life long-term. NBR delivered in neurorehabilitation has previously been explored from the perspective of occupational therapists and physiotherapists, however, to date patients\' experiences are yet to be explored. This study aims to explore patients\' experiences and perspectives of NBR delivered as part of standard neurorehabilitation.
    UNASSIGNED: This qualitative study had a constructivist and phenomenological design. Semi-structured focus group interviews were carried out across three healthcare settings in Denmark with 17 participants. Data was analysed using content analysis.
    UNASSIGNED: The analysis generated three categories: 1. Outdoor versus indoor environment, 2. The natural environment as a co-therapist, and 3. Interrelatedness.
    UNASSIGNED: The study provides insight into participants\' experiences of NBR. They reported that interacting with the natural environment as part of neurorehabilitation enhanced activity. Moreover, being in nature increased their self-efficacy, sense of autonomy, community spirit, cooperation, and joy, and led to a feeling of peace.
    Nature-based rehabilitation (NBR) delivered as part of neurorehabilitation provides an alternative to indoor rehabilitation.The natural environment offers multisensory stimulation, sensory-motor training, and opportunities for mental restoration.NBR promotes social engagement, cooperation, and feelings of being in the same boat and may increase autonomy, self-efficacy, activity, and participation.NBR can be designed and delivered in a way where the natural environment and the intervention promote individual and group rehabilitation.The benefits of NBR in neurorehabilitation for patients appear to be an underexposed topic, and the intervention may provide an opportunity for improving rehabilitation for patients with acquired brain injury.
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  • 文章类型: Journal Article
    这项研究检查了训练(进入俱乐部时的年龄,小时的俱乐部练习,自由发挥,其他运动)和环境特征(受欢迎程度,媒体报道,学校和父母的支持)在三个十年的时间里影响了瑞士国家队女运动员在精英足球中的发展。
    84名参与者完成了回顾性调查问卷,根据与瑞士国家队的第一场比赛,他们被分为三个队列(C1=2000年,n=24;C2=2001-2010年,n=29;C3=2011-2022年,n=31)。采用方差分析来比较关于训练和环境变量的队列。
    研究结果表明,感知到的环境条件更好,童年自由游戏和其他运动的数量停滞不前,降低俱乐部进入的年龄,并增加各队列的俱乐部实践和总训练量。
    实际含义突出了空闲时间和俱乐部实践的微观结构中的非结构化环境中的人才发展途径。
    UNASSIGNED: This study examines the training (age at club entry, hours in club practice, free play, other sports) and environmental characteristics (popularity, media coverage, school and parental support) influencing the development of female Swiss national team players in elite football over a three-decade period.
    UNASSIGNED: A retrospective questionnaire was completed by 84 participants, who were divided into three cohorts based on their first game with the Swiss national team (C1 = until 2000, n = 24; C2 = 2001-2010, n = 29; C3 = 2011-2022, n = 31). ANOVAs were employed to compare the cohorts regarding training and environmental variables.
    UNASSIGNED: The findings demonstrate better perceived environmental conditions, stagnating volume of free play and other sports in childhood, decreasing age at club entry, and increasing club practice and total training volume across cohorts.
    UNASSIGNED: Practical implications highlight talent development avenues in unstructured settings during free time and in the micro-structure of club practice.
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  • 文章类型: Journal Article
    这项研究旨在使用重塑手套木偶方法改善发育障碍(DD)儿童的手部表现和游戏行为。总的来说,将62例DD儿童随机分为实验组和对照组(每组31例)。实验组通过玩弄改造后的手套木偶,进行了为期12周的康复计划,而对照组的孩子则玩未改造的手套木偶。使用乐高EV3®机器人对中国木偶进行了改造。通过Siliconcoach®Pro7软件分析手部运动学,它测量了基线®液压夹钳产生的力。使用诺克斯学龄前游戏量表修订(KPPS-r)测量游戏行为。与对照组相比,实验组在手运动学方面表现出显着改善(手腕运动范围[ROM],p<0.05;掌指骨ROM,p<0.05;近端指间ROM,p<0.05)和KPPS-r分数(空间管理,p<0.05;物料管理,p<0.05;假装象征性,p<0.05;参与,p<0.05)。在用改造的手套木偶进行了12周的康复后,实验组在运动学和KPPS-r评分方面均有显著改善.
    This study aimed to improve hand performance and play behavior in children with developmental disabilities (DD) using a remodeled glove puppetry approach. Overall, 62 children with DD were randomly assigned to experimental and control groups (n = 31 each). The experimental group underwent a 12-week rehabilitation program by playing with the remodeled glove puppetry, while the children in the control group played with non-remodeled glove puppetry. The Chinese puppet was remodeled using a Lego EV3® robot. Hand kinematics were analyzed through the Siliconcoach® Pro 7 software, which measured the force produced by the baseline ® hydraulic pinch gauge. Play behavior was measured using the Knox Preschool Play Scale-revised (KPPS-r). The experimental group exhibited significant improvements compared to the control group in hand kinematics (wrist range of motion [ROM], p < .05; metacarpophalangeal ROM, p < .05; proximal interphalangeal ROM, p < .05) and KPPS-r scores (space management, p < .05; material management, p < .05; pretense-symbolic, p < .05; participation, p < .05). After the 12-week rehabilitation with the remodeled glove puppetry, the experimental group exhibited significant improvement in kinematics and KPPS-r scores.
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  • 文章类型: Journal Article
    有人建议长时间工作会影响父亲的育儿行为,但之前报道的结果并不一致.这项研究调查了父亲的工作时间与育儿行为之间的关联,同时考虑了与父亲的育儿行为有关的其他因素,使用日本环境与儿童研究(JECS)的数据,日本的一项大型队列研究。
    分析了来自43,159对父母对的数据。母亲在分娩后6个月评估了父亲的7种育儿行为的频率。然后,每种行为被分为高参与度组(总是,有时)或低参与度组(很少,从不).父亲的每周工作时间是从他的回答中获得的,分为六个级别。
    Logistic回归分析表明,在调整协变量后,父亲的每周工作时间与本研究中检查的所有育儿行为的频率呈负相关(趋势p<0.0001)。与每周工作≥0至≤40小时的父亲相比,那些每周工作>65小时的人显示出以下调整后的优势比(95%置信区间)低参与育儿行为:在家玩耍,2.38(2.08-2.72);换尿布,2.04(1.89-2.20);并为孩子洗澡,2.01(1.84-2.18)。
    这项研究表明,更长的工作时间所施加的更大的时间限制构成了阻止父亲从事育儿行为的主要因素。针对长时间工作的干预措施可能有助于采取旨在促进父亲中高参与度育儿行为的措施。
    Long working hours have been suggested to affect fathers\' parenting behavior, but previously reported findings have been inconsistent. This study examined the association between the working hours and parenting behavior of fathers while accounting for other factors related to their parenting behavior, using data from the Japan Environment and Children Study (JECS), a large cohort study in Japan.
    Data from 43,159 father-mother pairs were analyzed. The mother assessed the father\'s frequency of seven parenting behaviors at 6 months after delivery. Then, each behavior was classified into a high-engagement group (always and sometimes) or a low-engagement group (rarely and never). The father\'s weekly working hours was obtained from his responses and was classified into six levels.
    Logistic regression analysis showed that after adjustment for covariates, fathers\' weekly working hours was inversely associated with the frequency of all parenting behaviors examined in this study (p for trend <0.0001). Compared with fathers working ≥0 to ≤40 h per week, those working >65 h per week showed the following adjusted odds ratios (95% confidence intervals) for low engagement in parenting behaviors: playing at home, 2.38 (2.08-2.72); changing diapers, 2.04 (1.89-2.20); and bathing the child, 2.01 (1.84-2.18).
    This study suggests that the greater time constraints imposed by longer working hours constitute a major factor that discourages fathers from engaging in childrearing behavior. Intervention targeting long working hours could contribute to measures aimed at promoting high-engagement parenting behaviors among fathers.
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  • 文章类型: Journal Article
    幼儿教师具有影响儿童身体活动水平的独特地位,然而,教师与儿童身体活动水平之间的关系尚未得到广泛调查。本研究的目的是探讨幼儿教师的身体活动水平,实践,和感知,以及这与儿童在学前中心的身体活动有何关系。这项融合的混合方法研究包括来自四个学龄前教室的八名老师和20名儿童。加速度计用于测量他们的身体活动。使用皮尔逊相关性来探索教师和儿童身体活动水平之间的关系。直接观察被用来对学龄前儿童的身体活动进行情境化。教师完成了半结构化访谈,以探索他们的体育活动感知和实践。平均而言,在学龄前,教师和儿童的身体活动时间分别为50.2±9.3%和29.5±7.0%,分别。在中等至剧烈的体育锻炼中,每天在学龄前的时间百分比之间发现了显着的正相关(p=0.02;r=0.98)。儿童在室内和室外自由玩耍时大多从事低强度活动(固定游戏;轻走),并且在教师发起的小组时间内大多久坐不动。所有的老师都说他们对孩子的身体活动有积极的影响。教师通常报告疼痛或健康状况是他们身体活动的障碍。教师与儿童的身体活动之间存在正相关关系。需要更多的研究来证实这种关系,并探索大量的职业体力活动对教师健康的影响。
    在线版本包含补充材料,可在10.1007/s10643-023-01486-8获得。
    Preschool teachers are uniquely positioned to impact children\'s physical activity levels, yet the relationship between teachers\' and children\'s physical activity levels has not been widely investigated. The purpose of this study was to explore preschool teachers\' physical activity levels, practices, and perceptions and how this relates to children\'s physical activity at preschool centers. This convergent mixed methods study included eight teachers and 20 children from four preschool classrooms. Accelerometers were used to measure their physical activity. Pearson correlations were used to explore the relationship between teachers\' and children\'s physical activity levels. Direct observation was used to contextualize children\'s physical activity while at preschool. Teachers completed a semi-structured interview to explore their physical activity perceptions and practices. On average, teachers and children were physically active for 50.2 ± 9.3% and 29.5 ± 7.0% of their time at preschool, respectively. A significant positive correlation (p = 0.02; r = 0.98) was found between teachers\' and children\'s percent of time at preschool per day in moderate-to-vigorous physical activity. Children mostly engaged in low-intensity activities (stationary play; light walking) during free play both indoors and outdoors and were mostly sedentary during teacher-initiated group times. All teachers stated they had a positive influence on children\'s physical activity. Teachers commonly reported pain or health conditions as a barrier to their physical activity. There was a positive relationship between teachers\' and children\'s physical activity. More research is needed to confirm this relationship and to explore the impacts of high amounts of occupational physical activity on teachers\' health.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s10643-023-01486-8.
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