PROFITH "PROmoting FITness and Health through physical activity" Research Group, Sport and Health University Research Institute (iMUDS), Department of Physical Education and Sports, Faculty of Sports Science, University of Granada, 18071 Granada, Spain.
Educación física y transformación social, SEJ546 Research Group, Department of Physical Education and Sports, Faculty of Sports Science, University of Granada, 18071 Granada, Spain.
Int J Environ Res Public Health. 2020 Jan 30;17(3):877. doi: 10.3390/ijerph17030877.
The aim of the present study was to examine the effects of a gamification-based program on cardiorespiratory fitness (CRF) levels of college students. We divided 112 college students into an intervention group (IG) and a control group (CG). IG college students followed a 15-week gamification-based program, whereas CG followed traditional lectures. CRF was assessed using the 20-meter shuttle-run test. CRF significantly improved after the program in the IG compared to CG (d ≤ 0.94, < 0.001). Only participants of IG had significant CRF improvements (d ≤ 0.87, < 0.001) between pre- and post-assessments. In the IG, from the students who attended 100% of lectures, 87.8% met physical activity recommendations for 100% of weeks, whereas from those who attended <100%, only 26.7% met them them for 100% of weeks ( < 0.001). Participants who met recommendations 100% of weeks had a significant CRF improvement ( < 0.001). Motivating college students throughout innovative teaching methods (e.g., gamification) can lead to health improvements.
本研究旨在探讨基于游戏化的项目对大学生心肺适能(CRF)水平的影响。我们将 112 名大学生分为干预组(IG)和对照组(CG)。IG 大学生参加了为期 15 周的基于游戏化的项目,而 CG 则参加了传统讲座。CRF 使用 20 米穿梭跑测试进行评估。与 CG 相比,IG 大学生在项目后 CRF 显著提高(d≤0.94,<0.001)。只有 IG 的参与者在前后评估之间有显著的 CRF 提高(d≤0.87,<0.001)。在 IG 中,从参加 100%讲座的学生中,有 87.8%在 100%的周内达到了身体活动建议,而参加<100%讲座的学生中,只有 26.7%在 100%的周内达到了这些建议(<0.001)。每周达到建议 100%的参与者的 CRF 有显著提高(<0.001)。通过创新的教学方法(如游戏化)激励大学生可以促进健康的改善。