兴趣发展四阶段模型(The Four-Phase Model of Interest Development)从兴趣发展过程的角度整合了情境兴趣与个体兴趣的研究,指出兴趣发展的四个主要阶段:激发的情境兴趣、维持的情境兴趣、最初的个体兴趣和稳定的个体兴趣。对兴趣发展...兴趣发展四阶段模型(The Four-Phase Model of Interest Development)从兴趣发展过程的角度整合了情境兴趣与个体兴趣的研究,指出兴趣发展的四个主要阶段:激发的情境兴趣、维持的情境兴趣、最初的个体兴趣和稳定的个体兴趣。对兴趣发展四阶段模型的理论基础、基本观点和假设,以及围绕四阶段模型开展的大量实证研究进行了介绍和整理,并提出兴趣发展四阶段模型存在的不足和未来研究的展望。展开更多
Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game ...Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.Methods: An experimental design was used with 163 students(aged 20.31 ± 1.30, 18–26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity(PA) levels were assessed with Acti Graph GT3X+(Acti Graph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups.Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results: Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment,exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA(control 95.01% vs.experimental group 89.94%). Regression analysis indicated that instant enjoyment(β = 0.49, p < 0.01), exploration intention(β = 0.18, p < 0.05),and attention demand(β = 0.17, p < 0.05) were positive predictors for total interest, explaining 43% of its variance.Conclusion: A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.展开更多
文摘兴趣发展四阶段模型(The Four-Phase Model of Interest Development)从兴趣发展过程的角度整合了情境兴趣与个体兴趣的研究,指出兴趣发展的四个主要阶段:激发的情境兴趣、维持的情境兴趣、最初的个体兴趣和稳定的个体兴趣。对兴趣发展四阶段模型的理论基础、基本观点和假设,以及围绕四阶段模型开展的大量实证研究进行了介绍和整理,并提出兴趣发展四阶段模型存在的不足和未来研究的展望。
基金funded by a grant from the Brittany House of Human Sciences(2015–2017)
文摘Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.Methods: An experimental design was used with 163 students(aged 20.31 ± 1.30, 18–26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity(PA) levels were assessed with Acti Graph GT3X+(Acti Graph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups.Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results: Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment,exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA(control 95.01% vs.experimental group 89.94%). Regression analysis indicated that instant enjoyment(β = 0.49, p < 0.01), exploration intention(β = 0.18, p < 0.05),and attention demand(β = 0.17, p < 0.05) were positive predictors for total interest, explaining 43% of its variance.Conclusion: A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.