Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/61989592:15410/24:73627248
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle
Popis výsledku anglicky
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.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
<a href="/cs/project/TP01010015" target="_blank" >TP01010015: Zefektivnění a stabilizace procesů Proof-of-Concept projektů Univerzity Palackého v Olomouci</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
SMART LEARNING ENVIRONMENTS
ISSN
2196-7091
e-ISSN
2196-7091
Svazek periodika
11
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
DE - Spolková republika Německo
Počet stran výsledku
14
Strana od-do
—
Kód UT WoS článku
001382417500001
EID výsledku v databázi Scopus
2-s2.0-85212837930