Evaluation of school use of cybercycling for students with behavior support plans
Advisor Information
Sara Kupzyk
Presentation Type
Poster
Start Date
26-3-2021 12:00 AM
End Date
26-3-2021 12:00 AM
Abstract
Children with behavior challenges are at-risk for poorer academic skills and more likely to be placed in restricted environments. In addition, students with disabilities are at higher risk for obesity. Effective, positive school-based interventions are needed to decrease behavior problems while increasing academic engagement, mood, and engagement in physical activity. There is initial evidence for the positive outcomes of acute exercise on classroom behavior. In particular, cybercycling, in which children ride a stationary exergaming bicycle to control a video game by riding and steering, is a promising intervention for children with behavioral concerns. Additional data are needed on feasibility and health outcomes of acute exercise programs. The purpose of this project is to implement and evaluate a cybercycle program for children receiving special education services who have a behavior intervention plan in place to address behavioral concerns. Participating students will, when given a break, can choose to ride the cybercycle. Data will be collected on student classroom behavior (teacher report), physical activity, mood, and engagement. Follow up satisfaction data will be collected.
Evaluation of school use of cybercycling for students with behavior support plans
Children with behavior challenges are at-risk for poorer academic skills and more likely to be placed in restricted environments. In addition, students with disabilities are at higher risk for obesity. Effective, positive school-based interventions are needed to decrease behavior problems while increasing academic engagement, mood, and engagement in physical activity. There is initial evidence for the positive outcomes of acute exercise on classroom behavior. In particular, cybercycling, in which children ride a stationary exergaming bicycle to control a video game by riding and steering, is a promising intervention for children with behavioral concerns. Additional data are needed on feasibility and health outcomes of acute exercise programs. The purpose of this project is to implement and evaluate a cybercycle program for children receiving special education services who have a behavior intervention plan in place to address behavioral concerns. Participating students will, when given a break, can choose to ride the cybercycle. Data will be collected on student classroom behavior (teacher report), physical activity, mood, and engagement. Follow up satisfaction data will be collected.