行动起来:为期4周的游戏化移动应用介入活动促进中学生的身体活动

IF 3
Nimet Haşıl Korkmaz, Hasibe Çoruh
{"title":"行动起来:为期4周的游戏化移动应用介入活动促进中学生的身体活动","authors":"Nimet Haşıl Korkmaz,&nbsp;Hasibe Çoruh","doi":"10.1002/ejsc.70027","DOIUrl":null,"url":null,"abstract":"<p>This study aimed to help children and adolescents achieve their daily goal of 10,000 steps and daily exercise goals using the T2M (Time to Move) mobile gamification application. This study was a single-blinding cluster-randomised controlled trial conducted in a secondary school, including a control group (CG) and an experimental group (EG). The study consisted of a 1-week familiarisation, 4-week intervention and impact assessment session. Twenty-five students aged 12–14 years (CG, <i>n</i> = 13 am EG, <i>n</i> = 12) participated. T2M mobile application was developed to track the students' daily step counts and exercises and increase their physical activity levels. Newfeel Onwalk One Plus pedometer was chosen to track the number of steps. In EG, gamification elements (badges, points and leaderboards) were used for students to achieve the goals, whereas in CG, these elements were not included. 40% of those in the control group completed the step goals and 15% completed the exercise goals. In comparison, 65% of the experimental group completed the step goals (<b><i>p</i> = 0.043</b> and <b><i>d</i> = 0.40</b>) and 68% completed the exercise goals (<b><i>p</i> = 0.0001</b> and <b><i>d</i> = 0.77</b>). Furthermore, the PAQ-C scores were higher in the experimental group (<b><i>p</i> = 0.0114</b> and <b><i>d</i> = 0.51</b>). As a result of the impact assessment session, it was determined that 70% of the students in the experimental group and 27% of those in the control group continued to exercise. It is observed that the experimental group completed more of the 10,000 steps per day and daily exercise goals. These findings suggest that T2M mobile-based gamification application can increase the physical activity level of children and adolescents.</p>","PeriodicalId":93999,"journal":{"name":"European journal of sport science","volume":"25 8","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2025-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/ejsc.70027","citationCount":"0","resultStr":"{\"title\":\"Time to Move: A 4-Week Gamified Mobile Application Intervention to Promote Physical Activity in Secondary School Students\",\"authors\":\"Nimet Haşıl Korkmaz,&nbsp;Hasibe Çoruh\",\"doi\":\"10.1002/ejsc.70027\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>This study aimed to help children and adolescents achieve their daily goal of 10,000 steps and daily exercise goals using the T2M (Time to Move) mobile gamification application. This study was a single-blinding cluster-randomised controlled trial conducted in a secondary school, including a control group (CG) and an experimental group (EG). The study consisted of a 1-week familiarisation, 4-week intervention and impact assessment session. Twenty-five students aged 12–14 years (CG, <i>n</i> = 13 am EG, <i>n</i> = 12) participated. T2M mobile application was developed to track the students' daily step counts and exercises and increase their physical activity levels. Newfeel Onwalk One Plus pedometer was chosen to track the number of steps. In EG, gamification elements (badges, points and leaderboards) were used for students to achieve the goals, whereas in CG, these elements were not included. 40% of those in the control group completed the step goals and 15% completed the exercise goals. In comparison, 65% of the experimental group completed the step goals (<b><i>p</i> = 0.043</b> and <b><i>d</i> = 0.40</b>) and 68% completed the exercise goals (<b><i>p</i> = 0.0001</b> and <b><i>d</i> = 0.77</b>). Furthermore, the PAQ-C scores were higher in the experimental group (<b><i>p</i> = 0.0114</b> and <b><i>d</i> = 0.51</b>). As a result of the impact assessment session, it was determined that 70% of the students in the experimental group and 27% of those in the control group continued to exercise. It is observed that the experimental group completed more of the 10,000 steps per day and daily exercise goals. These findings suggest that T2M mobile-based gamification application can increase the physical activity level of children and adolescents.</p>\",\"PeriodicalId\":93999,\"journal\":{\"name\":\"European journal of sport science\",\"volume\":\"25 8\",\"pages\":\"\"},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2025-07-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://onlinelibrary.wiley.com/doi/epdf/10.1002/ejsc.70027\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European journal of sport science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/ejsc.70027\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European journal of sport science","FirstCategoryId":"1085","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/ejsc.70027","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本研究旨在通过T2M (Time to Move)移动游戏化应用程序帮助儿童和青少年实现每天10000步的目标和每天的锻炼目标。本研究是在一所中学进行的单盲聚类随机对照试验,包括对照组(CG)和实验组(EG)。研究包括1周的熟悉、4周的干预和影响评估。25名12 - 14岁的学生(CG, n = 13; EG, n = 12)参与。开发了T2M移动应用程序,跟踪学生每天的步数和锻炼情况,提高他们的身体活动水平。选择Newfeel Onwalk One Plus计步器来跟踪步数。在EG中,游戏化元素(徽章、积分和排行榜)是用来帮助学生实现目标的,而在CG中,这些元素并不包含在内。对照组中40%的人完成了步骤目标,15%的人完成了锻炼目标。实验组完成步骤目标的比例为65% (p = 0.043, d = 0.40),完成运动目标的比例为68% (p = 0.0001, d = 0.77)。实验组PAQ-C评分高于对照组(p = 0.0114, d = 0.51)。经过影响评估,实验组中有70%的学生和对照组中有27%的学生继续锻炼。据观察,实验组完成了每天10,000步和每日锻炼目标的更多。这些研究结果表明,基于T2M的移动游戏化应用可以提高儿童和青少年的身体活动水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Time to Move: A 4-Week Gamified Mobile Application Intervention to Promote Physical Activity in Secondary School Students

Time to Move: A 4-Week Gamified Mobile Application Intervention to Promote Physical Activity in Secondary School Students

This study aimed to help children and adolescents achieve their daily goal of 10,000 steps and daily exercise goals using the T2M (Time to Move) mobile gamification application. This study was a single-blinding cluster-randomised controlled trial conducted in a secondary school, including a control group (CG) and an experimental group (EG). The study consisted of a 1-week familiarisation, 4-week intervention and impact assessment session. Twenty-five students aged 12–14 years (CG, n = 13 am EG, n = 12) participated. T2M mobile application was developed to track the students' daily step counts and exercises and increase their physical activity levels. Newfeel Onwalk One Plus pedometer was chosen to track the number of steps. In EG, gamification elements (badges, points and leaderboards) were used for students to achieve the goals, whereas in CG, these elements were not included. 40% of those in the control group completed the step goals and 15% completed the exercise goals. In comparison, 65% of the experimental group completed the step goals (p = 0.043 and d = 0.40) and 68% completed the exercise goals (p = 0.0001 and d = 0.77). Furthermore, the PAQ-C scores were higher in the experimental group (p = 0.0114 and d = 0.51). As a result of the impact assessment session, it was determined that 70% of the students in the experimental group and 27% of those in the control group continued to exercise. It is observed that the experimental group completed more of the 10,000 steps per day and daily exercise goals. These findings suggest that T2M mobile-based gamification application can increase the physical activity level of children and adolescents.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信