Abstract
BACKGROUND: Asthma is the most common chronic lung disease in childhood. The large majority (70-90%) of asthmatic children is affected by exercise-induced asthma which deters children from participating in regular physical activity or leads to dropping out of play and sports. Children with asthma should be encouraged to exercise, as physical activity improves asthma symptoms and lung function.
OBJECTIVE: To improve self-management of asthma in children (7-9 years old) by means of smart sensing and coaching incorporated in a mobile gaming environment in daily life.
METHODS: An interactive playground resembling the known Tag game is installed at school and one class of students is invited to participate. The installation combines floor-projections with tracking and real-time analysis of the movement of the players [1]. Although AIRplay is initially conceptualized targeting children with asthma, all children in the classroom are invited to participate. The game was adapted to require mandatory breaks to all children and in this way, give time to children with asthma to take their medication. Additionally, all children receive a Fitbit Zip and an Android application. A personal physical activity goal is set based on one week of baseline measurement. In the application, the children can see their progress and of their friends towards the physical activity goal, as well as interact with each other. Finally, children with asthma receive tips on how to improve the self-management of asthma.
RESULTS: The interactive playground was tested with enthusiasm by children aged 6 to 12 years old. Evaluations in the school environment will take place in April and May 2017.
CONCLUSION: The AIRplay system is designed to promote physical activity by engaging children in a fun and exciting game, setting personalized physical activity goals based on the individual physical condition, and promoting a fair competition among children with and without asthma.
OBJECTIVE: To improve self-management of asthma in children (7-9 years old) by means of smart sensing and coaching incorporated in a mobile gaming environment in daily life.
METHODS: An interactive playground resembling the known Tag game is installed at school and one class of students is invited to participate. The installation combines floor-projections with tracking and real-time analysis of the movement of the players [1]. Although AIRplay is initially conceptualized targeting children with asthma, all children in the classroom are invited to participate. The game was adapted to require mandatory breaks to all children and in this way, give time to children with asthma to take their medication. Additionally, all children receive a Fitbit Zip and an Android application. A personal physical activity goal is set based on one week of baseline measurement. In the application, the children can see their progress and of their friends towards the physical activity goal, as well as interact with each other. Finally, children with asthma receive tips on how to improve the self-management of asthma.
RESULTS: The interactive playground was tested with enthusiasm by children aged 6 to 12 years old. Evaluations in the school environment will take place in April and May 2017.
CONCLUSION: The AIRplay system is designed to promote physical activity by engaging children in a fun and exciting game, setting personalized physical activity goals based on the individual physical condition, and promoting a fair competition among children with and without asthma.
Original language | English |
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Number of pages | 1 |
DOIs | |
Publication status | Published - Jun 2017 |
Event | 5th International Conference on Ambulatory Monitoring of Physical Activity and Movement, ICAMPAM 2017 - Washington, United States Duration: 21 Jun 2017 → 23 Jun 2017 Conference number: 5 |
Conference
Conference | 5th International Conference on Ambulatory Monitoring of Physical Activity and Movement, ICAMPAM 2017 |
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Abbreviated title | ICAMPAM |
Country/Territory | United States |
City | Washington |
Period | 21/06/17 → 23/06/17 |