Jihoon Kim, Anna Karrin Lindqvist, Darla M Castelli
{"title":"利用游戏化学习作为促进大学生参加体育锻炼和健康饮食的激励策略的可行性。","authors":"Jihoon Kim, Anna Karrin Lindqvist, Darla M Castelli","doi":"10.1080/07448481.2024.2325929","DOIUrl":null,"url":null,"abstract":"<p><p>Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All data were collected using a pre/posttest format from first-year college students (<i>n</i> = 159; female = 42%). Employing a quasi-experimental design with the students in gamified/non-gamified conditions, Fitbit monitored physical activity (PA), and healthy eating (survey and diet recall) pre/post treatment. A covariance analysis demonstrated that gamification positively influenced students' participation in light PA (<i>p</i> = .035, η2 = 0.03) and healthy eating (<i>p</i> = .008, η2 = 0.049) over the content matched control group. Integrating gamified elements into health education is feasible and advantageous to increase participation in activities such as walking and healthy eating.</p>","PeriodicalId":14900,"journal":{"name":"Journal of American College Health","volume":" ","pages":"2651-2659"},"PeriodicalIF":1.5000,"publicationDate":"2025-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Feasibility of utilizing gamified learning as a motivational strategy for promoting physical activity participation and healthy eating among college students.\",\"authors\":\"Jihoon Kim, Anna Karrin Lindqvist, Darla M Castelli\",\"doi\":\"10.1080/07448481.2024.2325929\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All data were collected using a pre/posttest format from first-year college students (<i>n</i> = 159; female = 42%). Employing a quasi-experimental design with the students in gamified/non-gamified conditions, Fitbit monitored physical activity (PA), and healthy eating (survey and diet recall) pre/post treatment. A covariance analysis demonstrated that gamification positively influenced students' participation in light PA (<i>p</i> = .035, η2 = 0.03) and healthy eating (<i>p</i> = .008, η2 = 0.049) over the content matched control group. Integrating gamified elements into health education is feasible and advantageous to increase participation in activities such as walking and healthy eating.</p>\",\"PeriodicalId\":14900,\"journal\":{\"name\":\"Journal of American College Health\",\"volume\":\" \",\"pages\":\"2651-2659\"},\"PeriodicalIF\":1.5000,\"publicationDate\":\"2025-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of American College Health\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1080/07448481.2024.2325929\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2024/3/28 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of American College Health","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1080/07448481.2024.2325929","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/3/28 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Feasibility of utilizing gamified learning as a motivational strategy for promoting physical activity participation and healthy eating among college students.
Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All data were collected using a pre/posttest format from first-year college students (n = 159; female = 42%). Employing a quasi-experimental design with the students in gamified/non-gamified conditions, Fitbit monitored physical activity (PA), and healthy eating (survey and diet recall) pre/post treatment. A covariance analysis demonstrated that gamification positively influenced students' participation in light PA (p = .035, η2 = 0.03) and healthy eating (p = .008, η2 = 0.049) over the content matched control group. Integrating gamified elements into health education is feasible and advantageous to increase participation in activities such as walking and healthy eating.
期刊介绍:
Binge drinking, campus violence, eating disorders, sexual harassment: Today"s college students face challenges their parents never imagined. The Journal of American College Health, the only scholarly publication devoted entirely to college students" health, focuses on these issues, as well as use of tobacco and other drugs, sexual habits, psychological problems, and guns on campus, as well as the students... Published in cooperation with the American College Health Association, the Journal of American College Health is a must read for physicians, nurses, health educators, and administrators who are involved with students every day.