Abstract

This pilot study aimed to evaluate the effectiveness of a Gamification-based intervention on physical activity levels of High School students. This quasi experimental study was conducted in two federal high schools in Southern Brazil. One class from each school was selected to be either intervention (INT) or control (CON) group. Experiment duration was two weeks, and both groups downloaded My Active Life app. INT group (n = 69) participants received daily app alerts with messages of encouragement to practice physical activity. They also received a score based on the percentage of goal achieved. CON group (n = 35) only had access to total number of steps per day. INT group showed a lower decrease in physical activity at school compared to CON group (p = 0.024). No effect of intervention was observed in physical activity out of school (p = 0.911). Gamification-based intervention prevented a decrease in physical activity at school among male (F = 10.680; p = 0.004), students at first half of high school (F = 12.668; p = 0.002), and adequate body mass index (F = 4.640; p = 0.037), and with lower perception of barriers to physical activity (F = 5.437; p = 0.024). Although we did not observe an increase in physical activity at school, gamification-based intervention may mitigate its decrease among adolescents.

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