Gameful Education: A Study of Gamifiter Application's Role in Promoting Physical Activity and Active Lifestyle
| aut.relation.articlenumber | 64 | |
| aut.relation.issue | 1 | |
| aut.relation.journal | Smart Learning Environments | |
| aut.relation.startpage | 64 | |
| aut.relation.volume | 11 | |
| dc.contributor.author | Vorlíček, M | |
| dc.contributor.author | Prycl, D | |
| dc.contributor.author | Heidler, J | |
| dc.contributor.author | Herrador-Colmenero, M | |
| dc.contributor.author | Nábělková, J | |
| dc.contributor.author | Mitáš, J | |
| dc.contributor.author | Hinckson, E | |
| dc.contributor.author | Mandic, S | |
| dc.contributor.author | Frömel, K | |
| dc.date.accessioned | 2025-01-29T23:21:26Z | |
| dc.date.available | 2025-01-29T23:21:26Z | |
| dc.date.issued | 2024-12-24 | |
| dc.description.abstract | 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 VívoFit 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. | |
| dc.identifier.citation | Smart Learning Environments, ISSN: 2196-7091 (Print); 2196-7091 (Online), Springer Science and Business Media LLC, 11(1), 64-. doi: 10.1186/s40561-024-00355-0 | |
| dc.identifier.doi | 10.1186/s40561-024-00355-0 | |
| dc.identifier.issn | 2196-7091 | |
| dc.identifier.issn | 2196-7091 | |
| dc.identifier.uri | http://hdl.handle.net/10292/18551 | |
| dc.language | en | |
| dc.publisher | Springer Science and Business Media LLC | |
| dc.relation.uri | https://slejournal.springeropen.com/articles/10.1186/s40561-024-00355-0 | |
| dc.rights | Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ | |
| dc.rights.accessrights | OpenAccess | |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
| dc.subject | 3901 Curriculum and Pedagogy | |
| dc.subject | 39 Education | |
| dc.subject | Clinical Research | |
| dc.subject | Prevention | |
| dc.subject | Physical Activity | |
| dc.subject | Behavioral and Social Science | |
| dc.subject | Cardiovascular | |
| dc.subject | 3.1 Primary prevention interventions to modify behaviours or promote wellbeing | |
| dc.subject | 1303 Specialist Studies in Education | |
| dc.subject | 3901 Curriculum and pedagogy | |
| dc.subject | 3903 Education systems | |
| dc.subject | 3904 Specialist studies in education | |
| dc.title | Gameful Education: A Study of Gamifiter Application's Role in Promoting Physical Activity and Active Lifestyle | |
| dc.type | Journal Article | |
| pubs.elements-id | 583222 |
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