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Playing AVI During Tennis Training Process

Impact of Active Video Games on Motor- and Visual Spatial-learning Capabilities During the Process of Tennis Training in Young Children

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03946436
Acronym
AVIT
Enrollment
55
Registered
2019-05-10
Start date
2018-01-01
Completion date
2020-01-01
Last updated
2020-05-01

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cognitive Change, Learning, Spatial

Keywords

stroke technique, psychophysiological body responses, visual perceptual skills, reaction time.

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.

Interventions

Participants played the active video game Virtua tennis 4 on a playstation kinect device

OTHERtennis training process

Participants were involved in a regular tennis training process, performed two times a week for one hour per lesson.

Sponsors

Science and Research Centre Koper
CollaboratorOTHER
University of Primorska
CollaboratorOTHER
Marusic
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
7 Years to 9 Years
Healthy volunteers
Yes

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.

Design outcomes

Primary

MeasureTime frameDescription
Psychophysiological body responses 1: skin conductancechange from baseline to 3-months interventionSkin conductance measured in micro siemens
Psychophysiological body responses 2: skin temperaturechange from baseline to 3-months interventionSkin temperature measured in Celsius
Psychophysiological body responses 3: heart rate frequencychange from baseline to 3-months interventionhear rate measured in beats per minute
Psychophysiological body responses 4: breathing frequencychange from baseline to 3-months interventionbreathing frequency measured in breaths per minute

Secondary

MeasureTime frameDescription
TGMD-3 scale (Test of Gross Motor Development-Third Edition)change from baseline to 3-months interventionThe 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.

Other

MeasureTime frameDescription
Simon taskchange from baseline to 3-months interventionCongruent and incongruent stimuli measured in milliseconds.
Manual/analog visuomotor reaction time taskchange from baseline to 3-months interventionThe time needed to catch a suspended vertical shaft by hand closure, measured in centimeters and then calculated in milliseconds.

Countries

Slovenia

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 15, 2026