Sedentarism and use of electronic devices in primary school students

Sedentary lifestyles, characterized by low physical activity and prolonged screen time, have been associated with negative health effects such as obesity, sleep problems and poor academic performance. The aim of this study was to analyse and describe the levels of sedentary lifestyle and the impact of video game use on the behaviour and health of elementary school students. The sample consisted of 28 students aged 6 to 12 years (13 boys and 15 girls). The Youth Leisure Time Sedentary Behaviour Questionnaire (YLSBQ) and a device use questionnaire (CERV) were used, assessing avoidance factors and negative behaviour related to video games. The main results show that girls showed higher averages of sedentary and avoidance behaviour than boys, while the first cycle of education presented the highest levels of sedentary behaviour. Fifteen percent of the boys and 26% of the girls showed severe problems of video game use, with the third cycle presenting the fewest problems (50% with no problems). This suggests the need to promote active lifestyles and a balanced use of devices to improve the well-being of students and reduce adverse effects on health and academic performance.

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Publication Details

Journal
Sustainability and Sports Science Journal
Published
2025-03-25
DOI
https://doi.org/10.55860/ftki7315
Primary Topic
Child Development and Digital Technology
Type
article
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article

Sedentarism and use of electronic devices in primary school students

Alba Rusillo-Magdaleno, José Luis Solas-Martínez, Teresa Martínez Redecillas, María García-Velasco
Sustainability and Sports Science Journal
Child Development and Digital Technology
article

Sedentarism and use of electronic devices in primary school students

Alba Rusillo-Magdaleno, José Luis Solas-Martínez, Teresa Martínez Redecillas, María García-Velasco
article en

Abstract

Sedentary lifestyles, characterized by low physical activity and prolonged screen time, have been associated with negative health effects such as obesity, sleep problems and poor academic performance. The aim of this study was to analyse and describe the levels of sedentary lifestyle and the impact of video game use on the behaviour and health of elementary school students. The sample consisted of 28 students aged 6 to 12 years (13 boys and 15 girls). The Youth Leisure Time Sedentary Behaviour Questionnaire (YLSBQ) and a device use questionnaire (CERV) were used, assessing avoidance factors and negative behaviour related to video games. The main results show that girls showed higher averages of sedentary and avoidance behaviour than boys, while the first cycle of education presented the highest levels of sedentary behaviour. Fifteen percent of the boys and 26% of the girls showed severe problems of video game use, with the third cycle presenting the fewest problems (50% with no problems). This suggests the need to promote active lifestyles and a balanced use of devices to improve the well-being of students and reduce adverse effects on health and academic performance.

Sustainability and Sports Science JournalVol. 3(2)
Universidad de Granada (ES), Universidad de Jaén (ES)
Openalex Percentile: Top 95%
Child Development and Digital Technology
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