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| ID | Type | Description | Link |
|---|---|---|---|
| 325K162 | Other Identifier | TUBITAK 1002-A |
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| Name | Class |
|---|---|
| The Scientific and Technological Research Council of Turkey | OTHER |
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Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. However, 81% of children worldwide, 58% of children in Turkey, and 80% of adolescents do not meet these recommendations. Physical inactivity increases the risk of cardiovascular disease, obesity, and metabolic disorders, causing millions of deaths each year. Therefore, school-based interventions offer an important opportunity to improve children's PA, health-related physical fitness, and physical literacy (3F) levels.
In recent years, the concept of physical literacy and mobile-based gamification applications have come to the fore. Gamification increases motivation and improves PA levels through elements such as points, badges, levels, and leaderboards. The literature indicates that gamified applications have positive effects on step count and exercise habits. However, research on physical fitness and literacy dimensions remains limited. In this context, the aim of the project is to examine the effects of a 12-week gamified mobile-based physical activity programme on 3F in secondary school students.
The research will be conducted with 54 students at a state secondary school in Bursa, and participants will be divided into three groups: the gamified experimental group (GE), the non-gamified experimental group (NG), and the control group (CG). The physical activity programme will consist of daily step targets and weekly exercises, and students will be monitored via the mobile application called 'Time to Move' and a portfolio notebook. The gamification group will use points, badges, levels and a leaderboard, and physical activity homework will also be assigned outside of school. The study will include pre-tests, post-tests and 12-week follow-up measurements.
The unique value of the project lies in fostering PA habits through a gamified mobile application, determining 3F levels and examining their effects on these levels, and ensuring the sustainable monitoring of a school-based programme with the support of a mobile application and portfolio. The main objective of the research is to support behavioural change in secondary school students, make PA a lifestyle, and foster healthy living habits in the long term.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Control Group (CG) | No Intervention | Participants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period. | |
| Gamified Experimental Group (GEG) | Experimental | Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 15-20 minutes on least three days per week, and use a "Time To Move" gamified application to support walking and exercise activities. |
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| Non-gamified Experimental Group (NEG) | Experimental | Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 20-25 minutes on least three days per week. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Gamified Mobile Application | Behavioral | Use of a gamified application designed to promote motivation, adherence, and engagement in a physical activity program (walking and exercise activities) during the 12-week intervention period. |
| Measure | Description | Time Frame |
|---|---|---|
| Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer) | Change in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan). | Baseline to 12 weeks |
| Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook) | Change in adherence to the exercise goal in a physical activity program, as assessed using the Time To Move gamified mobile application and portfolio logbook, from baseline to 12 weeks. | Baseline to 12 weeks |
| Measure | Description | Time Frame |
|---|---|---|
| CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy) | Physical literacy level measured by CAPL-2 total score at baseline and post-intervention. The total CAPL-2 score ranges from 0 points (poor physical literacy) to 100 points (excellent physical literacy). | Baseline and 12 weeks |
| Physical Activity Questionnaire for Children (PAQ-C) |
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Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University | Bursa | Nilüfer | 16120 | Turkey (Türkiye) |
Ethical issues
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Participants will be randomly assigned to one of three parallel groups: the gamified experimental group (GE), the non-gamified experimental group (NG), or the control group (CG). All intervention groups will be followed concurrently for 12 weeks.
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This study used single masking. The non-gamified experimental group (NG) and the control group (CG)are blinded to the gamification component of the intervention. They are not informed whether the physical activity program includes gamified elements. Due to the nature of the intervention, the researchers delivering it are aware of the group allocation.
| Physical Activity Program | Behavioral | The Physical Activity Program consists of a daily step goal and an exercise goal. Step Goal: Walk daily for 12 weeks to achieve a predetermined step goal. Exercise Goal: Exercise program performed for at least 15-20 minutes on least three designated days per week for 12 weeks, in addition to daily walking. |
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Physical activity level measured by Physical Activity Questionnaire for Children (PAQ-C) score. On the PAQ-C, a score of 5 indicates the highest level of physical activity, while a score of 1 indicates the lowest level of physical activity. |
| Baseline and 12 weeks |
| Health-Related Physical Fitness Measured by the FitnessGram Test Battery (Sit-Up Test, Push-Up Test, Trunk Lift Test, and Anthropometric Measurements) | Change in health-related physical fitness from baseline to 12 weeks, assessed using the FitnessGram Test Battery, including the Sit-Up Test (abdominal muscular endurance), Push-Up Test (upper body muscular endurance), Trunk Lift Test (trunk extensor strength and flexibility), and anthropometric measurements (e.g., body composition indicators). | Baseline and 12 weeks |
| ID | Term |
|---|---|
| D009043 | Motor Activity |
| ID | Term |
|---|---|
| D001519 | Behavior |
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