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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/91886


    Title: Research into The Fitness Implications of Exergames for Vocational High School Students with Moderate to Severe Cerebral Palsy
    Authors: Lin, Yung-Chun
    Contributors: 休閒與遊憩管理學系碩士在職專班
    Keywords: Wii;exergames;moderate to severe cerebral palsy;fitness;TAMT
    Date: 2015
    Issue Date: 2015-10-07 01:00:18 (UTC+0)
    Publisher: 亞洲大學
    Abstract: The primary purpose of this research is to explore the impact of a 12-week course using exergames games on the fitness of vocational high school students with moderate to severe cerebral palsy. Methodology: 10 vocational high school students with moderate to severe cerebral palsy (5 electrical wheelchair users, 2 ordinary wheelchair users, 2 none walking aid users and 1 using a walking frame which is positioned behind the body) were invited to join the exercise course. The course ran 3 to 4 times a week and each lesson lasted 60 minutes (10 to 15 minutes warm-up, 15 to 30 minutes main exercise activity, and 10 to 15 minutes cool down stretching exercise). The exercise intensity tests aim to maintain between 50 and 70 HRmax of the heart rate of the participants for the first 4 weeks and increase the rate to 70-90 HRmax in the following 8 weeks. The participants underwent several tests and measurements before and after they took part in the exergames, such as Body Mass Index (BMI) checks, Modified Apley Test, and the dominant handgrip strength test. Two types of tests were also taken before the course, after 4 weeks into the course, after 8 weeks into the course and after the course was completed – one was a heart rate test taken in a sitting position and the other was a Target Aerobic Movement Test (TAMT). The methods used for data collection were to utilize the corresponding sample t to examine the numeral discrepancy before and after the exercises and to employ the single factor variation analysis to determine the effectiveness of exergames throughout the 12-week course.
    The findings are as follows:

    1.With regard to the BMI measurement, no obvious improvement before and after the
    exercise intervention (p>.05);
    2.With regard to the Modified Apley Test, no obvious improvement before and after
    the intervention (p>.05);
    3.With regard to the dominant handgrip strength test, obvious improvement before
    and after the intervention was observed (p<.05);
    4.With regard to the heart rate test taken in a sitting position in week 0, week
    4, week 8 and week 12, obvious improvement before and after the intervention
    was observed (p<.05) – the improvement since the before-course test was
    observed after the 8th week intervention;
    5.With regard to the TAMT in week 0, week 4, week 8 and week 12, obvious
    improvement before and after the intervention was observed (p<.05) – the
    improvement since the before-course test was observed after the 8th week
    intervention;

    In conclusion, the course employing exergames intervention methods has limited positive impact on the participants’ body composition without any diet control. Likewise, the quantified stretching exercise has limited positive impact on the participants’ physical flexibility. However, the exergames are effective in improving the participants’ muscular and aerobic fitness.

    Keywords: Wii, exergames, moderate to severe cerebral palsy, fitness,TAMT 
    Appears in Collections:[休閒與遊憩管理學系] 博碩士論文

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