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Mobile-Based Gamified Physical Activity in Secondary Education (Gamification)

13. juni 2026 opdateret af: NİMET HAŞIL KORKMAZ, Uludag University

The Effect of a Mobile-Based Gamified Physical Activity Programme on Physical Activity, Health-Related Physical Fitness, and Physical Literacy Levels in Secondary School Students: A Six-Month Longitudinal Study

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.

Studieoversigt

Undersøgelsestype

Interventionel

Tilmelding (Anslået)

54

Fase

  • Ikke anvendelig

Kontakter og lokationer

Dette afsnit indeholder kontaktoplysninger for dem, der udfører undersøgelsen, og oplysninger om, hvor denne undersøgelse udføres.

Studiesteder

    • Nilüfer
      • Bursa, Nilüfer, Tyrkiet (Türkiye), 16120
        • Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University

Deltagelseskriterier

Forskere leder efter personer, der passer til en bestemt beskrivelse, kaldet berettigelseskriterier. Nogle eksempler på disse kriterier er en persons generelle helbredstilstand eller tidligere behandlinger.

Berettigelseskriterier

Aldre berettiget til at studere

  • Barn

Tager imod sunde frivillige

Ingen

Beskrivelse

Inclusion Criteria:

  • Students in the 6th grade
  • Not having participated in any regular, structured physical activity for approximately 6 months before the study period.

Exclusion Criteria:

  • Anyone with a health problem
  • Going to any sports club in the near future

Studieplan

Dette afsnit indeholder detaljer om studieplanen, herunder hvordan undersøgelsen er designet, og hvad undersøgelsen måler.

Hvordan er undersøgelsen tilrettelagt?

Design detaljer

  • Primært formål: Forebyggelse
  • Tildeling: Randomiseret
  • Interventionel model: Parallel tildeling
  • Maskning: Enkelt

Våben og indgreb

Deltagergruppe / Arm
Intervention / Behandling
Ingen indgriben: Control Group (CG)
Participants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period.
Eksperimentel: Gamified Experimental Group (GEG)
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.
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.

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.

Eksperimentel: Non-gamified Experimental Group (NEG)
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.

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.

Hvad måler undersøgelsen?

Primære resultatmål

Resultatmål
Foranstaltningsbeskrivelse
Tidsramme
Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)
Tidsramme: Baseline to 12 weeks
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)
Tidsramme: Baseline to 12 weeks
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

Sekundære resultatmål

Resultatmål
Foranstaltningsbeskrivelse
Tidsramme
CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)
Tidsramme: Baseline and 12 weeks
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)
Tidsramme: Baseline and 12 weeks
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)
Tidsramme: Baseline and 12 weeks
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

Samarbejdspartnere og efterforskere

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Datoer for undersøgelser

Disse datoer sporer fremskridtene for indsendelser af undersøgelsesrekord og resumeresultater til ClinicalTrials.gov. Studieregistreringer og rapporterede resultater gennemgås af National Library of Medicine (NLM) for at sikre, at de opfylder specifikke kvalitetskontrolstandarder, før de offentliggøres på den offentlige hjemmeside.

Studer store datoer

Studiestart (Faktiske)

23. februar 2026

Primær færdiggørelse (Anslået)

30. juni 2026

Studieafslutning (Anslået)

30. oktober 2026

Datoer for studieregistrering

Først indsendt

29. maj 2026

Først indsendt, der opfyldte QC-kriterier

13. juni 2026

Først opslået (Faktiske)

17. juni 2026

Opdateringer af undersøgelsesjournaler

Sidste opdatering sendt (Faktiske)

17. juni 2026

Sidste opdatering indsendt, der opfyldte kvalitetskontrolkriterier

13. juni 2026

Sidst verificeret

1. juni 2026

Mere information

Begreber relateret til denne undersøgelse

Yderligere relevante MeSH-vilkår

Andre undersøgelses-id-numre

  • 2026-02
  • 325K162 (Anden identifikator: TUBITAK 1002-A)

Plan for individuelle deltagerdata (IPD)

Planlægger du at dele individuelle deltagerdata (IPD)?

INGEN

IPD-planbeskrivelse

Ethical issues

Lægemiddel- og udstyrsoplysninger, undersøgelsesdokumenter

Studerer et amerikansk FDA-reguleret lægemiddelprodukt

Ingen

Studerer et amerikansk FDA-reguleret enhedsprodukt

Ingen

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Kliniske forsøg med Fysisk aktivitet

Kliniske forsøg med Gamified Mobile Application

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