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Date Submitted: 11/16/2010 11:51 AM
ce training
BALANCE TRAINING METHODS
The effects on motivation, frequency of training and physical results
TABLE OF CONTENTS
CHAPTER ONE: INRODUCTION AND STATEMENT OF PROBLEM 3
INTRODUCTION 3
PURPOSE OF STUDY 4
STATEMENT OF PROBLEM 4
SIGNIFICANCE OF THE STUDY 5
ASSUMPTIONS OF THE STUDY 5
LIMITATIONS OF THE STUDY 5
DEFINITIONS 6
CHAPTER TWO: REVIEW OF RELATED LITERATURE 7
CHAPTER THREE: METHODOLOGY 11
PURPOSE OF STUDY 11
SETTING AND POPULATION 11
DATA COLLECTION 12
DATA COMPILATION AND ANALYSIS 13
SUMMARY 13
CHAPTER FOUR: RESULTS 14
CHAPTER FIVE: DISCUSSION 21
REFERENCES 24
APPENDIX 25
Chapter One: Introduction and Statement of Problem
Introduction
Despite creative and numerous efforts to encourage people to exercise, people have trouble beginning and especially continuing with exercise programs. This study attempted to gain insight as to whether or not an interactive exercise game/fitness training program like Nintendo’s Wii Fit increase an exerciser to train more frequently and have the desire to continue exercising/training because it’s fun to do, they are constantly encouraged, and they see results.
While Nintendo’s Wii console and its newly released Wii Fit software is too new yet to obtain many research study data on its effectiveness in motivating the users to “get off the couch and into action” or provide statistical data regarding balance improvements by using the product. Wii fit has been developed and marketed as a fun “game” with constant motivational feedback in the form of improvement data tracking and immediate balance success feedback.
This study evaluated whether the BOSU ball training or Nintendo Wii Fit training affects the number of days each person engaged in the assigned training. Secondly, this research study investigated whether the group assigned to use Nintendo Wii Fit as their training equipment showed increased balance results on post-test balance...