Construct validation of a general movement competence assessment utilising active video gaming technology

Introduction: The assessment of children’s motor competence is an important concern as physical inactivity has been linked with poor movement quality and aspects of well-being such as low self-esteem. The General Movement Competence Assessment (GMCA) is a new instrument that was developed using acti...

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Main Authors: Jonathan Leo Ng, Chris Button
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-04-01
Series:Frontiers in Bioengineering and Biotechnology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fbioe.2023.1094469/full
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author Jonathan Leo Ng
Chris Button
author_facet Jonathan Leo Ng
Chris Button
author_sort Jonathan Leo Ng
collection DOAJ
description Introduction: The assessment of children’s motor competence is an important concern as physical inactivity has been linked with poor movement quality and aspects of well-being such as low self-esteem. The General Movement Competence Assessment (GMCA) is a new instrument that was developed using active video gaming technology.Methods: Confirmatory factor analysis was conducted to examine the internal validity of the GMCA in a sample of 253 typically developing children (135 boys and 118 girls), aged 7–12 years old (9.9 ± 1.6 years). Further, a second-order confirmatory factor analysis examined how the four constructs fit onto the higher-order variable of movement competence.Results: Results revealed that the first-order four-construct model of the GMCA was a good fit (CFI 0.98; TLI 0.98; RMSEA 0.05). The second-order confirmatory factor analysis revealed that the four constructs loaded directly onto movement competence. It accounted for 95.44% of the variance which is approximately 20% more than the first-order model. The internal structure of the GMCA identified four constructs of movement competence (i.e., stability, object-control, locomotion and dexterity) based on the study sample.Discussion: Performance trends in the general movement competence assessment support empirical evidence that movement competence improves as children age. Results suggest that active video games have considerable potential to help assess general motor competency in the wider population. Future work may consider the sensitivity of motion-sensing technologies in detecting developmental changes over time.
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spelling doaj.art-953004eb7b3e4cc3aeef9957c03d9dd32023-04-18T04:50:38ZengFrontiers Media S.A.Frontiers in Bioengineering and Biotechnology2296-41852023-04-011110.3389/fbioe.2023.10944691094469Construct validation of a general movement competence assessment utilising active video gaming technologyJonathan Leo Ng0Chris Button1Department of Health, Physical Education, and Sport, School of Education, College of Design and Social Context, RMIT University, Melbourne, VIC, AustraliaSchool of Physical Education, Sport, and Exercise Sciences, Division of Sciences, University of Otago, Dunedin, Otago, New ZealandIntroduction: The assessment of children’s motor competence is an important concern as physical inactivity has been linked with poor movement quality and aspects of well-being such as low self-esteem. The General Movement Competence Assessment (GMCA) is a new instrument that was developed using active video gaming technology.Methods: Confirmatory factor analysis was conducted to examine the internal validity of the GMCA in a sample of 253 typically developing children (135 boys and 118 girls), aged 7–12 years old (9.9 ± 1.6 years). Further, a second-order confirmatory factor analysis examined how the four constructs fit onto the higher-order variable of movement competence.Results: Results revealed that the first-order four-construct model of the GMCA was a good fit (CFI 0.98; TLI 0.98; RMSEA 0.05). The second-order confirmatory factor analysis revealed that the four constructs loaded directly onto movement competence. It accounted for 95.44% of the variance which is approximately 20% more than the first-order model. The internal structure of the GMCA identified four constructs of movement competence (i.e., stability, object-control, locomotion and dexterity) based on the study sample.Discussion: Performance trends in the general movement competence assessment support empirical evidence that movement competence improves as children age. Results suggest that active video games have considerable potential to help assess general motor competency in the wider population. Future work may consider the sensitivity of motion-sensing technologies in detecting developmental changes over time.https://www.frontiersin.org/articles/10.3389/fbioe.2023.1094469/fulldexterityecological dynamicschildrenmotion sensingmotor competence
spellingShingle Jonathan Leo Ng
Chris Button
Construct validation of a general movement competence assessment utilising active video gaming technology
Frontiers in Bioengineering and Biotechnology
dexterity
ecological dynamics
children
motion sensing
motor competence
title Construct validation of a general movement competence assessment utilising active video gaming technology
title_full Construct validation of a general movement competence assessment utilising active video gaming technology
title_fullStr Construct validation of a general movement competence assessment utilising active video gaming technology
title_full_unstemmed Construct validation of a general movement competence assessment utilising active video gaming technology
title_short Construct validation of a general movement competence assessment utilising active video gaming technology
title_sort construct validation of a general movement competence assessment utilising active video gaming technology
topic dexterity
ecological dynamics
children
motion sensing
motor competence
url https://www.frontiersin.org/articles/10.3389/fbioe.2023.1094469/full
work_keys_str_mv AT jonathanleong constructvalidationofageneralmovementcompetenceassessmentutilisingactivevideogamingtechnology
AT chrisbutton constructvalidationofageneralmovementcompetenceassessmentutilisingactivevideogamingtechnology