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Time to move: A 4-week gamified mobile application intervention to promote physical activity in secondary school students

dc.contributor.authorHaşıl Korkmaz, Nimet
dc.contributor.authorÇoruh, Hasibe
dc.contributor.buuauthorHAŞIL KORKMAZ, NİMET
dc.contributor.buuauthorÇoruh, Hasibe
dc.contributor.departmentSpor Bilimleri Fakültesi
dc.contributor.departmentFizik Eğitimi ve Spor Bölümü
dc.contributor.orcid0000-0001-7648-3289
dc.contributor.orcid0009-0003-2376-832X
dc.contributor.researcheridACC-2582-2022
dc.contributor.researcheridGZN-2380-2022
dc.date.accessioned2025-10-14T06:35:43Z
dc.date.issued2025-08-01
dc.description.abstractThis 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.
dc.identifier.doi10.1002/ejsc.70027
dc.identifier.issn1746-1391
dc.identifier.issue8
dc.identifier.scopus2-s2.0-105011389837
dc.identifier.urihttps://doi.org/10.1002/ejsc.70027
dc.identifier.urihttps://hdl.handle.net/11452/55595
dc.identifier.volume25
dc.identifier.wos001547279200005
dc.indexed.wosWOS.SCI
dc.language.isoen
dc.publisherWiley
dc.relation.journalEuropean journal of sport science
dc.subjectActivity questionnaire
dc.subjectChildren
dc.subjectInactivity
dc.subjectRewards
dc.subjectExercise
dc.subjectGamification
dc.subjectMotivation
dc.subjectPhysical activity
dc.subjectScience & technology
dc.subjectLife sciences & biomedicine
dc.subjectSport sciences
dc.subjectSport sciences
dc.titleTime to move: A 4-week gamified mobile application intervention to promote physical activity in secondary school students
dc.typeArticle
dspace.entity.typePublication
local.contributor.departmentSpor Bilimleri Fakültesi/Fizik Eğitimi ve Spor Bölümü
local.indexed.atWOS
local.indexed.atScopus
relation.isAuthorOfPublication37a7e194-e5f0-4c70-b515-aedfe1d5ffb1
relation.isAuthorOfPublication.latestForDiscovery37a7e194-e5f0-4c70-b515-aedfe1d5ffb1

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