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Can resistance training reach moderate exercise intensity in older adults and overweight adults?Bharti, Neha 28 May 2015 (has links)
Problem: Mostly attributed to lack of time, only about 15% of Canadian adults are currently reaching the Canadian Physical Activity Guidelines (CPAG). Recently, studies have suggested that any bout of aerobic exercise reaching moderate to vigorous intensity has the potential to improve health.
Methods: Sixty adults (20 young non-overweight adults, 20 overweight adults, 20 older adults) already doing some resistance training (RT) were recruited. Participants performed eight RT exercises during three visits. The objective was to identify the proportion of time spent at moderate to vigorous intensity during RT sessions.
Results: Overall, the participants were at moderate to vigorous intensity during 82% of the time. However, the older adult group compared to the young adult group spent lower proportion of time at moderate to vigorous intensity during RT sessions.
Conclusion: Most Canadian adults can reach HR equivalent to those achieved during moderate to vigorous aerobic activity by doing RT.
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RECOMMENDATIONS FOR MINIMAL AND OPTIMAL AMOUNTS OF PHYSICAL ACTIVITY TO REDUCE THE RISK OF DYSLIPIDEMIA IN YOUTHLeblanc, Allana 08 September 2009 (has links)
Background: Physical inactivity has been consistently associated with numerous negative health outcomes that track from childhood into adulthood, making physical activity a special concern in the pediatric population. Dose-response studies are particularly useful when trying to understand the minimal and optimal amounts of physical activity needed to reduce the risk of negative health outcomes. Unfortunately, previous work within youth has relied on self-reported measures of physical activity, and this research does not provide a clear picture of the true relation between physical activity and health.
Objectives: Manuscript 1. Describe the dose-response relation between dyslipidemia and moderate-to-vigorous physical activity (MVPA) in youth. Manuscript 2. Quantify the difference between self-reported and objectively measured MVPA in youth. Taken together, the overall objective of this thesis was to examine the dose-response relation between objectively measured MVPA and dyslipidemia in youth and determine how this may affect current Canadian physical activity guidelines.
Methods: Both manuscripts used data from the U.S. National Health and Nutrition Examination Survey. Fractional polynomial regression modeling was used to fit the dose-response curves between MVPA and lipid/lipoprotein measurements. Regression analysis as well as a Bland-Altman plot was used to explain the discrepancy between self-reported and objective measures of MVPA. All analyses were completed using SAS statistical software.
Results: Manuscript 1. Risks for high-risk HDL-cholesterol and triglyceride values decreased in a curvilinear manner with increasing minutes of MVPA. The greatest reduction in risk occurred within the first 30 min/d of MVPA. The relation between level of MVPA and LDL-cholesterol was unclear. Manuscript 2. The average youth over-reported their MVPA by ~30 min/d. The over-reporting was not mediated by basic demographic factors; however, the difference in reporting was systematic in nature such that inactive youth over-reported to the greatest extent.
Conclusions: Manuscript 1. Youth need to accumulate 30 min/d of MVPA to greatly reduce their risk for dyslipidemia. Manuscript 2. Youth tend to over-report their daily MVPA by approximately 30 min/d. Combined, the results from this thesis suggest that physical activity recommendations for cardiovascular health in youth should suggest a minimum of 30 min/d of MVPA and preferred level of 60 min/d. / Thesis (Master, Kinesiology & Health Studies) -- Queen's University, 2009-09-07 08:48:03.896
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Moderate-to-vigorous physical activity in primary school children: inactive lessons are dominated by maths and EnglishDaly-Smith, Andy, Hobbs, M., Morris, Jade L., Defeyter, M.A., Resaland, G.K., McKenna, J. 17 February 2021 (has links)
Yes / A large majority of primary school pupils fail to achieve 30-min of daily, in-school moderate-to-vigorous physical activity (MVPA). The aim of this study was to investigate MVPA accumulation and subject frequency during academic lesson segments and the broader segmented school day. Methods: 122 children (42.6% boys; 9.9 ± 0.3 years) from six primary schools in North East England, wore uniaxial accelerometers for eight consecutive days. Subject frequency was assessed by teacher diaries. Multilevel models (children nested within schools) examined significant predictors of MVPA across each school-day segment (lesson one, break, lesson two, lunch, lesson three). Results: Pupils averaged 18.33 ± 8.34 min of in-school MVPA, and 90.2% failed to achieve the in-school 30-min MVPA threshold. Across all school-day segments, MVPA accumulation was typically influenced at the individual level. Lessons one and two—dominated by maths and English—were less active than lesson three. Break and lunch were the most active segments. Conclusion: This study breaks new ground, revealing that MVPA accumulation and subject frequency varies greatly during different academic lessons. Morning lessons were dominated by the inactive delivery of maths and English, whereas afternoon lessons involved a greater array of subject delivery that resulted in marginally higher levels of MVPA. / This research was funded by Redcar and Cleveland Borough Council.
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A Pilot Study to Examine the Impact of Smartphone Screen Time and Self-Reported Exercise in the Physically Active AdultsMaben, Sela 03 May 2023 (has links)
No description available.
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Physical activity promotion in children using a novel smartphone game: a pilot randomized controlled trialLapusniak, Sam 16 March 2022 (has links)
Background: Regular physical activity (PA) is critical for children’s health and wellbeing. Despite the numerous health benefits, most Canadian children do not meet the Canadian PA guidelines. The emergence of the COVID-19 pandemic and social restrictions added new challenges to meeting the PA guidelines. Mobile health (mHealth) technology can be leveraged to promote PA among children. Combining gamification with mHealth interventions has the potential to further improve program effectiveness. Thus, “Draco” was developed as a virtual pet smartphone app to increase PA in children using self-determination theory as a framework to promote intrinsic motivation for PA.
Objective: The primary objective is to evaluate the satisfaction and acceptability of the Draco app after four weeks. Secondary objectives include evaluating the preliminary effectiveness of the Draco app to improve average daily steps, average daily MVPA, perceived autonomy for PA, perceived competence for PA, and perceived relatedness to the app.
Methods: 43 Canadian children, aged 8-14 years old, not meeting the Canadian PA guidelines of 60min of MVPA per day were randomly allocated to an intervention or control group. Participants in the control group used a step-tracking app for four weeks. Intervention participants were instructed to use the Draco app. Participants completed a baseline and follow-up questionnaire. PA outcomes were tracked using a Fitbit provided to each participant. Intrinsic PA motivation was assessed using an adapted version of the Intrinsic Motivation Inventory (IMI). Intrinsic motivation was assessed using the satisfaction subscale. Exit interviews were completed to determine app acceptability.
Results: Participants demonstrated high levels of satisfaction and acceptability with the Draco app 2.83 (1.29). Intervention participants increased their average daily steps by 909 (1701). The control group increased their steps by 46 (1507). The Draco app had a small effect on promoting steps, MVPA, relatedness and small effects at increasing autonomy and competence.
Conclusion: Participants demonstrated high levels of satisfaction and acceptability with the app. Participants in the intervention group showed greater increases in PA with small effect sizes. Preliminary evidence highlights the importance of tailoring game design to the users. Technical limitations impacted recruitment and user experiences. Additional development time should be taken to stabilize the app and add new game features for a definitive RCT. / Graduate
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