The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.

Clicks: 538
ID: 51564
2019
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This article has not been analysed, so there is no overall score — reader engagement is measured and shown alongside.
AI Quality Assessment
Not analyzed
Readership in this journal
Steady

Ranked #1 of 23 articles by views in games for health journal

Most read Least read

Bar heights use a square-root scale.

Mint this article as an NFT
Not yet minted

Create a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.

5 SUSD one-off · no wallet required
Abstract
To examine the effects of a gamification teaching program, including the use of a game-based mobile app on the cardiorespiratory fitness (CRF) levels of college students. This study included a total of 117 college students (20.1 ± 2.9 years). They belonged to two different class groups, one formed the intervention group (IG,  = 58) and another one the control group (CG,  = 59). IG college students followed a 16-week gamification teaching program focused on encouraging physical activity (PA) through a game-based mobile app. The program was named "$in TIME" and set in the "In Time" science fiction movie. Each student belonging to the IG had a countdown on their mobile app so they had to perform learning and PA challenges to gain time. Thus, they had to run or cycle 3 to 5 days per week to gain time of life. The CG followed a traditional teaching methodology instead. CRF was assessed preintervention and postintervention using the 20-meter shuttle run test (20mSRT). The stages completed in 20mSRT and the estimated maximal oxygen consumption at postintervention were significantly different between groups ( < 0.001,  ≤ 0.7), with a mean difference of 1.2 stages and 3.69 mL/(kg·min), respectively. Analysis within group showed a significant pre-post improvement only in the IG of 1.4 stages ( < 0.001). A gamification program, including the use of a game-based mobile app in a university setting, had a significant effect on the CRF in college students, in comparison with a CG that follows a traditional teaching methodology.
Reference Key
moragonzalez2019thegames Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors
Journal games for health journal
Year 2019
DOI
10.1089/g4h.2019.0001
URL
Keywords

Citations

No citations found. To add a citation, contact the admin at info@scimatic.org

No comments yet. Be the first to comment on this article.