E. Caputo, N. Feter, Ricardo Alt, J. S. Leite, Alysson N Rodrigues, S. Dumith, M. C. da Silva
{"title":"Increasing physical activity by Gamification among Brazilian high school students: a pilot study","authors":"E. Caputo, N. Feter, Ricardo Alt, J. S. Leite, Alysson N Rodrigues, S. Dumith, M. C. da Silva","doi":"10.12820/rbafs.26e0230","DOIUrl":null,"url":null,"abstract":"This pilot study aimed to evaluate the effectiveness of a Gamification-based intervention on physical activity levels of High School students. This quasi experimental study was conducted in two federal high schools in Southern Brazil. One class from each school was selected to be either intervention (INT) or control (CON) group. Experiment duration was two weeks, and both groups downloaded My Active Life app. INT group (n = 69) participants received daily app alerts with messages of encouragement to practice physical activity. They also received a score based on the percentage of goal achieved. CON group (n = 35) only had access to total number of steps per day. INT group showed a lower decrease in physical activity at school compared to CON group (p = 0.024). No effect of intervention was observed in physical activity out of school (p = 0.911). Gamification-based intervention prevented a decrease in physical activity at school among male (F = 10.680; p = 0.004), students at first half of high school (F = 12.668; p = 0.002), and adequate body mass index (F = 4.640; p = 0.037), and with lower perception of barriers to physical activity (F = 5.437; p = 0.024). Although we did not observe an increase in physical activity at school, gamification-based intervention may mitigate its decrease among adolescents.","PeriodicalId":52945,"journal":{"name":"Revista Brasileira de Atividade Fisica e Saude","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Brasileira de Atividade Fisica e Saude","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.12820/rbafs.26e0230","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This pilot study aimed to evaluate the effectiveness of a Gamification-based intervention on physical activity levels of High School students. This quasi experimental study was conducted in two federal high schools in Southern Brazil. One class from each school was selected to be either intervention (INT) or control (CON) group. Experiment duration was two weeks, and both groups downloaded My Active Life app. INT group (n = 69) participants received daily app alerts with messages of encouragement to practice physical activity. They also received a score based on the percentage of goal achieved. CON group (n = 35) only had access to total number of steps per day. INT group showed a lower decrease in physical activity at school compared to CON group (p = 0.024). No effect of intervention was observed in physical activity out of school (p = 0.911). Gamification-based intervention prevented a decrease in physical activity at school among male (F = 10.680; p = 0.004), students at first half of high school (F = 12.668; p = 0.002), and adequate body mass index (F = 4.640; p = 0.037), and with lower perception of barriers to physical activity (F = 5.437; p = 0.024). Although we did not observe an increase in physical activity at school, gamification-based intervention may mitigate its decrease among adolescents.
这项试点研究旨在评估基于游戏化的干预措施对高中生体育活动水平的有效性。这项准实验性研究在巴西南部的两所联邦高中进行。从每所学校选择一个班级作为干预组(INT)或对照组(CON)。实验持续时间为两周,两组都下载了My Active Life应用程序。INT组(n=69)的参与者每天都会收到应用程序提醒,鼓励他们练习体育活动。他们还获得了一个基于进球百分比的分数。CON组(n=35)只能获得每天的总步数。与CON组相比,INT组在学校的体育活动减少较少(p=0.024)。在校外体育活动中没有观察到干预的效果(p=0.011)。基于游戏化的干预阻止了男性(F=10.680;p=0.004)、高中上半段学生(F=12.668;p=0.002)在学校体育活动的减少,和适当的体重指数(F=4.640;p=0.037),以及对体育活动障碍的感知较低(F=5.437;p=0.024)。尽管我们没有观察到学校体育活动的增加,但基于游戏化的干预可能会缓解青少年体育活动的减少。