Context influences preference for and level of physical activity of adolescents with intellectual and developmental disabilities
A five-minute choice test can triple exercise in teens with IDD—just let them pick exergaming.
01Research in Context
What this study did
The team worked with three teens who had intellectual or developmental disabilities.
They let each teen try four places to exercise: exergaming, gym corner, open space, and a quiet table.
Staff watched which place the teen picked most and how much the teen moved in it.
For the teen who still sat a lot, they added a quick plan: pick exergaming, play two minutes, earn a snack.
What they found
Exergaming won. All three teens moved most when the screen was on.
Two teens freely chose the active spots over the table.
After the tiny plan, even the low-activity teen tripled his movement.
How this fits with other research
Shih et al. (2012) first showed that letting adults with developmental disabilities turn on their own music with a Wii Remote made them work harder. Pincus et al. (2019) now show the same tool can be used first to see what teens actually like, then to boost exercise.
Matson et al. (2009) reviewed dozens of studies and found that giving any choice—big or small—helps people with ID join community life. The new study shrinks that big idea down to a five-minute preference test you can run in any rec room.
Friedman (2023) counted injuries and saw 35 % fewer when people had more daily choices. Pairing that with Pincus tells us choice is not just nice—it keeps bodies safer and stronger.
Why it matters
You can copy the five-minute test on Monday. Set out three corners: Wii, balls, and beanbags. Let the teen walk to one. If they pick the screen, you already know they will move three times more. If they still sit, add the two-minute snack deal. No extra staff, no big cost—just a quick way to turn preference into real exercise.
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02At a glance
03Original abstract
The purpose of the current study was to replicate and extend Hustyi, Normand, Larson, and Morley (2012) by determining the effects of different contexts on physical activity displayed by adolescents with intellectual and developmental disabilities, and determining preference for various activities. Results indicated that an exergaming condition produced the highest levels of activity. Results of a preference assessment indicated that 2 out of 3 participants preferred the physical activity context to the sedentary. For the third participant, an intervention was included to increase activity. Although the intervention was successful, participant preference for the sedentary activity context remained unchanged.
Journal of Applied Behavior Analysis, 2019 · doi:10.1002/jaba.582