{"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, 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, 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。
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.