INNOVATIVE WAYS TO USE MODERN TECHNOLOGY to Enhance, Rather than Hinder, Physical Activity among Youth Martin, Nicole J; Ameluxen-Coleman, Evan J; Heinrichs, Derikk. 6

By: 4 0 16, [, ] | [, ] |
Contributor(s): Journal of Physical Education, Recreation & Dance. 86 (4) : April 2015. pp. 46 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; 46Edition: Description: Content type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 Martin, Nicole J; Ameluxen-Coleman, Evan J; Heinrichs, Derikk M. 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- Computer and Video Games;Exercise -- Physical Fitness.;Youth. -- -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
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ABSTRACT : It is recommended that youth get 60 minutes or more of moderate-to-vigorous physical activity each day that includes aerobic, muscle, and bone-strengthening activities. A variety of environmental factors determine whether the healthy choice of being active is the easy choice for children and their families. A significant number of youth spend a large portion of their day being sedentary, accumulating, on average, seven hours of screen time each day. High levels of habitual sedentary time, especially screen-based activities, are associated with various health risks, including poorer measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behavior. Lowered levels of youth leisure-time physical activity can be attributed, at least in part, to advancements in modern technology, and most specifically video games, which have been shown to lead to less regular physical activity and reduced energy expenditure throughout the day. Recent research suggests, however, that one way of exchanging some sedentary activities for light-to-moderate-intensity physical activity is the use of active video games. 56

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