Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle

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.

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Publication Details

Journal
Smart Learning Environments
Published
2024-12-24
DOI
https://doi.org/10.1186/s40561-024-00355-0
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.95

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article

Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle

Karel Frömel, Josef Mitáš, Josef Heidler, Jitka Nábělková et al.
5 citations
Smart Learning Environments
Educational Games and Gamification
3.95
article

Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle

Karel Frömel, Josef Mitáš, Josef Heidler, Jitka Nábělková, Erica Hinckson, Michal Vorlíček, Manuel Herrador‐Colmenero, Sandra Mandic, David Prycl
article en
5 citations

Abstract

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.

Smart Learning EnvironmentsVol. 11(1)
Universidad de Granada (ES), University of Southern Denmark (DK), Jan Evangelista Purkyně University in Ústí nad Labem (CZ), Auckland University of Technology (NZ), Victoria University of Wellington (NZ), Palacký University Olomouc (CZ)
Grantová Agentura České Republiky, Univerzita Palackého v Olomouci
Quality Education
Openalex Percentile: Top 6%
Educational Games and Gamification
3.95
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