The effectiveness of the interactive game Kinect sports in increasing endurance levels in obese children ages 10-12

The effectiveness of the interactive game Kinect sports in increasing endurance levels in obese children ages 10-12

, “THE EFFECTIVENESS OF THE INTERACTIVE VIDEO GAME KINECT SPORTS IN INCREASING ENDURANCE LEVELS IN OBESE CHILDREN AGES 10-12.”

“ENDURANCE LEVELS IN OBESE CHILDREN AGES 10-12”
and

THE ENJOYMENT LEVL OF CHILDREN PLAYING OUTDOOR PHYSICAL ACTIVITIES VERSUS THE INTERACTIVE VIDEO KINECT SPORTS IN AN AFTER SCHOOL PROGRAM
DNP Project
by
NAME

Submitted to the office of Graduate Studies of
in partial fulfillment of requirements for the degree of
DOCTOR OF NURSING PRACTICE

August 2017

Major Subject: Nursing
APPROVAL PAGE

ABSTRACT

DEDICATION
TABLE OF CONTENTS
APPROVAL PAGE……………………………………………………………………..
ABSTRACT……………………………………………………………………………….
DEDICATION…………………………………………………………………………….
TABLE OF CONTENTS………………………………………………………………….
LIST OF FIGURES……………………………………………………………………….
LIST OF TABLES………………………………………………………………………..
LIST OF SYMBOLS AND ABBREVIATIONS…………………………………………..
CHAPTER
I INTRODUCTION………………………………………………………………….
II LITERATURE REVIEW…………………………………………………………..
Sources………………………………………………………………………………
III METHODOLOGY…………………………………………………………………
IV RESULTS AND DISCUSSION……………………………………………………
V CONCLUSIONS…………………………………………………………………
REFERENCES………………………………………………………………….
APPENDICES…………………………………………………………………..
VITA…………………………………………………………………………..

LIST OF TABLES
LIST OF FIGURES
LIST OF SYMBOLS AND ABBREVIATIONS
CHAPTER I
INTRODUCTION
According to the Centers for Disease Control and Prevention (CDC) children and adolescents should participate in at least 60 minutes of physical activity per day. Children tend to be more egger to participate in physical activities in which they enjoy. One of the most common causes of childhood obesity is decreased physical activity. Physical activity in children is a protective factor against obesity, and obesity related risk of chronic disease (Tremblay& Willians, 2003; Veugelers & Fitergerald, 2005). Childhood obesity is a pandemic which affects a large population of American children. The National Health and Nutrition Examination Survey, 2009-2010 identifies that over half of the children and adolescents ages six to 19 are considered to be obese or overweight in the United States. Obesity is defined as an excessive accumulation and storage of fat in the body that is indicated by a body mass index (BMI) of 30 or greater (Merriam-Webster, 20017). “BMI correlates with the amount of body fat, but is not a measurement of fat (Mersch & Perlstein, 2016).” Body mass index is the quantitative relationship between a person’s height and weight as it relates to sex and age. BMI is calculated by weight in kilograms and then divided by the square of an individual’s height in meters (CDC, 2015). For children and adolescents, the BMI is then compared to a growth chart to determine the percentile in which the child ranges to determine growth patterns. One commonly used growth chart is the CDC’s Stature-for-age and Weight-for-age percentiles. The Stature-for-age and Weight-for-age percentiles identifies overweight as a percentile range between the 85th and 95th percentile and obese is a child to whom ranges above the 95th percentile. Childhood obesity puts a child at risk for the development of diabetes, cardiovascular disease, respiratory disease, as well as psychosocial problems. Obesity is a complex disease and is considered one of the most serious public health problems in the United States (Devlin, Yanocski, & Wilson, 2000; United States Health and Human Services, 2000). The enjoyment of physical activity of in children will assist in preventing childhood obesity as well as motivate children to be physical active.
Background, Rational, and Significance of the Problem
“Physical education literature has consistently demonstrated that enjoyment is a major determinant of physical activity participation among children and adolescents” (Gao, Zhang, & Podlog, 2014). Physical activity is defined as anybody movement produced by the skeletal muscles that require energy expenditure (World Health Organization, 2017). The National Institute of Health (2016) physical activity can be classified into four major categories: stretching, muscle strengthening, bone strengthening, and endurance activity. Stretching improves joint range of motion. Yoga is an example of muscle stretching that improves joint flexibility. Yoga straightens each muscle of the body to its full length through stretching. Strengthening activities of the muscles increases the power of muscles to resist force through weight lifting or an individual’s own body weight. Examples of muscle strengthening activities include: push up’s, stair climbing, or any activities that require manual lifting. Strengthening of bone activities increases bone strength, muscle strength, and metabolism of the body. Physical activities like jogging, walking, as well as weight lifting help to strengthen bones.One of the most beneficial of the physical activities is endurance activity. Endurance activity is any type of physical activity that promotes the circulation of oxygen through the blood and increase the rate of breathing (The American Heart Association, 2015). Examples of endurance include walking, dancing, jogging, biking, swimming, and exergaming. Over the past decade, well known children’s endurance activities such as Hide and Seek, biking, jumping rope, and Hopscotch have slowly been replaced by the computer technology concept of exergaming. It is estimated that the amount of computer technology that children are exposed to each day has increased by more than an hour over the past five years – now topping eight and a half hours per day-with most of the increase coming from video games (Bruner, 2006, p. 51).
Exergaming are technology driven physical activities, such as interactive video games that requires participants to be physically active or exercise (American College of Sports Medicine, 2013). Video games are electronic games that allow an individual known as a game player or user to electronically manipulate images produced by a computer program displayed on a video or television screen (Meriam-Webster). Interactive video games are designed to engage the user cognitively and physically. Exergames utilizes a hybrid human known as an avatar to represent the game player which mirrors each move the player makes while performing endurance activities such as dancing, boxing, bowling, golf, or tennis. Children’s enjoyment of video games has lead to an increase in usage of computer technology and a decrease in outdoor physical activities.
Though computer technology is slowly replacing outdoor physical activities, little research has been conducted on children’s level of enjoyment of playing outdoor physical activities such as Hide and Seek, biking, jumping rope, and Hopscotch versus interactive video games. What are children’s enjoyment levels playing outdoor physical activities versus playing the interactive video game Kinect Sports?
Purpose Statement
The purpose of this study is to determine the type of physical activity do children enjoy and prefer as it relates to of outdoor physical activities versus interactive video games.
Theoretical-conceptual framework/model of practice
Definition of Concepts
1. Physical Activity
2. Interactive Video Games
3. Physical Activity Enjoyment Scale (PACES)
4. Self- Determination Theory
Review of Literature
CHAPTER 3
METHODOLOGY
Setting
The study will take place in an after school program in the southwest region of Fort Worth, Texas that utilize outdoor physical activity and interactive video games as options for recess.
Population and Sample
To determine which students will participate in the study a convenience sampling will be used. The accessible population will be children between the ages 10-12 due to cognitive development. Inclusion criteria for this research study include: males or females, age’s 10-12, parent consent; Exclusion criteria for this research study include: children below the age of 10 and above the age of 12; children with respiratory, neurological, cardiac, behavioral and/or musculoskeletal disorders will be excluded as well.
Protection of Human Subjects
Consent for the study will be first obtained from the Institutional Review Board (IRB). Informed consent will be a written consent form approved by the IRB. Permission for the study will also be obtained from the institution involved after school program director, as well as owner. Parents and/or legal guardians will be mailed formal letters explaining the study, assuring that participation in the study is voluntary and can be withdrawn at any time without penalty. The letter will also provide sufficient information about the research study including information collected and individual information being protected. Parents who agree to participate in the study will also be provided forms stating guidelines, explanation of the study, confidentiality considerations, risk/benefits and rights of the participants. Parents and guardians who choose to participate in the study must sign and return the formal consent form within two weeks after receiving. As a reminder to return the consent forms, each guardian will be given an individual follow up telephone call. Health Insurance Portability Accountability Act (HIPAA), insures that individuals information is protected. To insure confidentiality of the participants of the study, identification numbers will be used to identify participants instead of first and last names.
Study Design
Each subject will participate in Hopscotch, Hide and Go Seek, as well as play the interactive video game Kinect Sports. The study will be conducted during a one week period. On the Monday and Wednesday of the research week subjects will participate in outdoor physical activities two times a week for a period of 60 minutes each day; Tuesday and Thursday of that week will be reserved for the interactive video game activities in which the participants will play 60 minutes per day; Friday, study participants will complete a Physical Activity Enjoyment Scale (PACES) for outdoor physical activities as well as a PACES survey for the interactive video game participation. The Physical Activity Enjoyment Scale is an instrument that is used to assess the level of enjoyment of physical activities. Prior to the study subjects will be orientated and allowed to play the activities for one hour each day the week before the study to become familiar with the activities.
Data Analysis
Data will be analyzed using the using the Cronbach’s alpha coefficient’s for the PACES scale to determine internal consistency of self reported enjoyment level of physical activity Hopscotch and the interactive video game Kinect Sports.

Reference
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Appendices
edit, and elaborate as needed.
1. Is the title a focused clinical question?
2. Does the introduction identifies the focus of the study and addresses the significance of the study?
3. Does the research question properly state the aim of study?
4. Please elaborate on the introduction.
5. Is the background, rational, and significance of the problem thoroughly addressed? If not please elaborate.
6. Please elaborate on Theoretical-conceptual framework/model of practice (I was thinking the Self- Determination Theory)
7. Define Concepts
8. Please help with Review of Literature. I need 7-10 studies to support the study.
9. Please review, edit, and elaborate on Chapter 3 as needed.
10. Is my data analysis appropriate?
11. Please add references as needed.

“THE EFFECTIVENESS OF THE INTERACTIVE VIDEO GAME KINECT SPORTS “

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