The Effects of Spark Exercise and Active Video Games on Autism Symptoms in 6-10-Year-Olds with Autism

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Article Type:
Research/Original Article (دارای رتبه معتبر)
Abstract:
Background & Objectives

Motor impairments are not the defining features of Autism Spectrum Disorders (ASDs); however, they are frequently reported in individuals with ASD. Physical interventions are influential in improving social skills and ASD symptoms. Individuals with ASD encounter mobility problems compared to their typically–developing counterparts. Delays in motor development, impaired balance and height control, impaired coordination and planning, impaired mobility, and difficulty in motor activity (gestures & body language & imitation) required for social interactions were reported in children with ASDs. Furthermore, active video games and exergaming are novel fields of research. Physical exercise positively affects the symptoms of ASDs (defects in social relationships & stereotypes) and improves their quality of life. Therefore, the present study aimed to examine the effects of Spark and active video games (Kinect) on autism symptoms in children with ASD.

Methods

This was a quasi–experimental study with pretest–posttest and one control group design. The related ethical approval was obtained from the Research Ethics Committee of the relevant University and Iran Autism Center. The study participant's parents were thoroughly informed of the research process and provided their consent. In total, 60 children with ASD were selected by the convenience sampling method from Iran Autism Centre. They were assigned to the Kinect (n=20), Spark (n=20), and control groups (n=20/group). Considering the transportation problems, we had to make some changes per group. The height and weight of the study subjects were measured. The study participants' mean±SD age, weight, and height were computed to be 8.16±1.49 years, 33.02±10.42 kg, and 133.47±11.64 cm, respectively. Their parents completed a researcher–made general information questionnaire and the Autism Treatment Evaluation Checklist (ATEC; Rimland & Edelson, 1999) with the researcher's or research assistant's guidance. Then, the study participants in the two experimental groups underwent a three–time weekly exercise for 8 weeks (24 sessions), and the control group received their routine program. In the Kinect group, the children played tennis individually and in pairs; the Spark group performed some selected exercises according to Spark collection, i.e., performed similarly to the Kinect group in individual and in pairs. Some study participants dropped out of the project during the interventions in the Kinect group (n=17) and Spark group (n=19); however, we had no dropouts in the control group (n=20). After the intervention, the study participants' parents re–completed the checklist at the posttest. Central index and dispersion methods were used to describe the collected data. For data analysis, one–way Analysis of Variance (ANOVA) and Tukey's post hoc test were used in SPSS at the significance level of 0.05.

Results

One–Way ANOVA results suggested no significant difference in the first part (p</em>=0.102), the second part (p</em>=0.808), and fourth part (p</em>=0.518) of the checklist. However, there was a significant difference in the checklist's third part (p=0.005) (sensory/cognitive awareness). A significant difference was also found between Kinect and control (p</em>=0.010) and Kinect and Spark (p</em>=0.013) in posthoc analysis.

Conclusion

Kinect exercise improved sensory/cognitive attention in children with ASD, compared to two other groups. Additional research is required on the intensity, the type of game, and the long–term effects of such computer games.

Language:
English
Published:
Middle Eastern Journal of Disability Studies, Volume:11 Issue: 1, 2021
Page:
162
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