文献检索文档翻译深度研究
Suppr Zotero 插件Zotero 插件
邀请有礼套餐&价格历史记录

新学期,新优惠

限时优惠:9月1日-9月22日

30天高级会员仅需29元

1天体验卡首发特惠仅需5.99元

了解详情
不再提醒
插件&应用
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
高级版
套餐订阅购买积分包
AI 工具
文献检索文档翻译深度研究
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2025

评估游戏化应用程序KIJANI对促进儿童和青少年身体活动的作用:一项多方法研究。

Evaluation of the gamified application KIJANI to promote physical activity in children and adolescents: A multimethod study.

作者信息

Willinger Laura, Schweizer Florian, Böhm Birgit, Scheller Daniel A, Jonas Stephan, Oberhoffer-Fritz Renate, Müller Jan, Reimer Lara Marie

机构信息

Preventive Pediatrics, Technical University of Munich, Munich, Germany.

School of Computation, Information and Technology, Technical University of Munich, Munich, Germany.

出版信息

Digit Health. 2024 Aug 18;10:20552076241271861. doi: 10.1177/20552076241271861. eCollection 2024 Jan-Dec.


DOI:10.1177/20552076241271861
PMID:39161345
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11331568/
Abstract

OBJECTIVE: Digital approaches have the potential to make activity promotion attractive and age-appropriate for children and adolescents. KIJANI is a mobile application aiming to increase physical activity (PA) in youth via gamification and augmented reality. This study investigates the user experience with KIJANI through a multimethod approach. APPROACHES: KIJANI is based on the concept that virtual coins can be earned through PA, for example, in the form of collected step counts. With these coins, blocks can be bought, which can be used to create virtual buildings and landscapes and integrate these into the player's real-world environment via augmented reality. To evaluate the user experience, participants played KIJANI in groups of three for 25 min. Afterwards KIJANI was evaluated qualitatively with one-on-one semi-structured interviews as well as quantitatively with standardized questionnaires. RESULTS: Overall, 22 participants (12.6 ± 1.7 years, 6 girls) were included in the study. The overall game concept and realization were well received by the target group. Study participants did have various and creative ideas for the further development of KIJANI. The majority (= 16) thought that using KIJANI would increase their PA level. User experience based on the UEQ scale was (mean ± SD): attractiveness (1.78 ± 1.82), perspicuity (2.15 ± 0.680), efficiency (0.67 ± 1.25), dependability, (1.21 ± 0.93), stimulation (1.24 ± 1.78), and novelty (1.27 ± 1.34). CONCLUSION: With these insights, a further step has been taken in the participatory development of KIJANI. Apps like KIJANI appear to be suitable for PA promotion in children and adolescents.

摘要

目的:数字方法有可能使促进儿童和青少年的身体活动变得具有吸引力且适合其年龄。KIJANI是一款移动应用程序,旨在通过游戏化和增强现实来增加青少年的身体活动(PA)。本研究通过多方法途径调查了用户对KIJANI的体验。 方法:KIJANI基于这样一个概念,即可以通过身体活动赚取虚拟硬币,例如以收集的步数的形式。用这些硬币可以购买积木,这些积木可用于创建虚拟建筑和景观,并通过增强现实将其融入玩家的现实世界环境中。为了评估用户体验,参与者以三人一组的形式玩KIJANI 25分钟。之后,通过一对一的半结构化访谈对KIJANI进行定性评估,并通过标准化问卷进行定量评估。 结果:本研究共纳入22名参与者(年龄12.6±1.7岁,6名女孩)。总体游戏概念和实现受到了目标群体的好评。研究参与者对KIJANI的进一步开发有各种富有创意的想法。大多数人(=16人)认为使用KIJANI会提高他们的身体活动水平。基于UEQ量表的用户体验为(平均值±标准差):吸引力(1.78±1.82)、清晰度(2.15±0.680)、效率(0.67±1.25)、可靠性(1.21±0.93)、刺激性(1.24±1.78)和新颖性(1.27±1.34)。 结论:有了这些见解,KIJANI的参与式开发又向前迈进了一步。像KIJANI这样的应用程序似乎适合促进儿童和青少年的身体活动。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4fa6/11331568/ea25a4be4dd4/10.1177_20552076241271861-fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4fa6/11331568/fe772f42270e/10.1177_20552076241271861-fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4fa6/11331568/ea25a4be4dd4/10.1177_20552076241271861-fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4fa6/11331568/fe772f42270e/10.1177_20552076241271861-fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4fa6/11331568/ea25a4be4dd4/10.1177_20552076241271861-fig2.jpg

相似文献

[1]
Evaluation of the gamified application KIJANI to promote physical activity in children and adolescents: A multimethod study.

Digit Health. 2024-8-18

[2]
KIJANI App to Promote Physical Activity in Children and Adolescents: Protocol for a Mixed Method Evaluation.

JMIR Res Protoc. 2024-5-3

[3]
KIJANI: Designing a Physical Activity Promoting Collaborative Augmented Reality Game.

Stud Health Technol Inform. 2024-4-26

[4]
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review.

JMIR Serious Games. 2024-2-29

[5]
A Yoga Exercise App Designed for Patients With Axial Spondylarthritis: Development and User Experience Study.

JMIR Form Res. 2022-6-3

[6]
A Digital Health Intervention Platform (Active and Independent Management System) to Enhance the Rehabilitation Experience for Orthopedic Joint Replacement Patients: Usability Evaluation Study.

JMIR Hum Factors. 2024-5-14

[7]
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.

JMIR Serious Games. 2019-6-17

[8]
A focus group study among insufficiently physically active African American adults regarding technology-delivered team-based gamification for physical activity promotion.

Mhealth. 2024-1-8

[9]
User Interface (UI) Design and User Experience Questionnaire (UEQ) Evaluation of a To-Do List Mobile Application to Support Day-To-Day Life of Older Adults.

Healthcare (Basel). 2022-10-18

[10]
A Mobile Phone Intervention to Improve Obesity-Related Health Behaviors of Adolescents Across Europe: Iterative Co-Design and Feasibility Study.

JMIR Mhealth Uhealth. 2020-3-2

引用本文的文献

[1]
Time to Move: A 4-Week Gamified Mobile Application Intervention to Promote Physical Activity in Secondary School Students.

Eur J Sport Sci. 2025-8

本文引用的文献

[1]
Assessing the Pragmatic Nature of Mobile Health Interventions Promoting Physical Activity: Systematic Review and Meta-analysis.

JMIR Mhealth Uhealth. 2023-5-4

[2]
A Short Version of the Physical Activity Enjoyment Scale: Development and Psychometric Properties.

Int J Environ Res Public Health. 2021-10-20

[3]
Evaluation is Key: Providing Appropriate Evaluation Measures for Participatory and User-Centred Design Processes of Healthcare IT.

Int J Integr Care. 2021-6-21

[4]
Measurement properties of the German version of the Physical Activity Enjoyment Scale for adults.

PLoS One. 2020

[5]
Multi-level validation of the German physical activity self-efficacy scale in a sample of female sixth-graders.

BMC Public Health. 2020-6-22

[6]
Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1·6 million participants.

Lancet Child Adolesc Health. 2019-11-21

[7]
Attacking the pandemic of physical inactivity: what is holding us back?

Br J Sports Med. 2020-7

[8]
Theories Predicting End-User Acceptance of Telemedicine Use: Systematic Review.

J Med Internet Res. 2019-5-21

[9]
Effects of Mobile Health Including Wearable Activity Trackers to Increase Physical Activity Outcomes Among Healthy Children and Adolescents: Systematic Review.

JMIR Mhealth Uhealth. 2019-4-30

[10]
Effect of self-monitoring on long-term patient engagement with mobile health applications.

PLoS One. 2018-7-26

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

推荐工具

医学文档翻译智能文献检索