Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15510%2F24%3A73627248" target="_blank" >RIV/61989592:15510/24:73627248 - isvavai.cz</a>
Alternative codes found
RIV/61989592:15410/24:73627248
Result on the web
<a href="https://slejournal.springeropen.com/articles/10.1186/s40561-024-00355-0" target="_blank" >https://slejournal.springeropen.com/articles/10.1186/s40561-024-00355-0</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1186/s40561-024-00355-0" target="_blank" >10.1186/s40561-024-00355-0</a>
Alternative languages
Result language
angličtina
Original language name
Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle
Original language description
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a digital map, aiming to enhance PA and physical literacy. Involving 107 pupils (12-13 years old), the intervention utilized Garmin V & iacute;voFit trackers, with the Gamifiter portal providing individual PA reports, challenges, and interactive educational applications. Results showed a significant increase in daily step counts indicating the positive impact of Gamifiter on PA levels. Attitudes Towards Educational Reality questionnaire and incomplete sentence test results revealed pupils' positive perceptions, high motivation, and satisfaction with Gamifiter. Teachers also praised Gamifiter for promoting PA and literacy, although some desired more customization options. The study emphasizes the potential of gamified interventions to effectively promote a healthy lifestyle. Positive attitudes and increased PA suggest that gamification can be a valuable tool in motivating and engaging pupils in physical activities, fostering a foundation for a healthier lifestyle. In conclusion, Gamifiter's success in motivating pupils to engage in higher levels of PA highlights its potential as a useful tool for promoting a healthy lifestyle. Future studies with larger sample sizes and longer follow-up periods are recommended to better understand the sustained impact of gamified interventions on health among youths.
Czech name
—
Czech description
—
Classification
Type
J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database
CEP classification
—
OECD FORD branch
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Result continuities
Project
<a href="/en/project/TP01010015" target="_blank" >TP01010015: Streamlining and Processes Stabilization of Proof-of-Concept Projects at Palacký University Olomouc</a><br>
Continuities
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Others
Publication year
2024
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
SMART LEARNING ENVIRONMENTS
ISSN
2196-7091
e-ISSN
2196-7091
Volume of the periodical
11
Issue of the periodical within the volume
1
Country of publishing house
DE - GERMANY
Number of pages
14
Pages from-to
—
UT code for WoS article
001382417500001
EID of the result in the Scopus database
2-s2.0-85212837930