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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 &amp; 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&apos; 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&apos;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 &amp; 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&apos; 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&apos;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