Mateo-Orcajada Adrián, Abenza-Cano Lucía, López-Miñarro Pedro Ángel, Meroño Lourdes, Gallardo-Guerrero Ana María, Morales-Belando María de la Trinidad, González-Gálvez Noelia, Espeso-García Alejandro, Abelleira-Lamela Tomás, Gómez-Cuesta Nerea, García-Velez Antonio Joaquín, Albaladejo-Saura Mario, Esparza-Ros Francisco, Vaquero-Cristóbal Raquel
Facultad de Deporte, UCAM, Universidad Católica San Antonio de Murcia, Murcia, España.
Department of Didactics of Corporal Expression, Faculty of Education, University of Murcia, Murcia, Spain.
PLoS One. 2025 May 7;20(5):e0322074. doi: 10.1371/journal.pone.0322074. eCollection 2025.
No previous research has analyzed the opinion of adolescents, teachers, coaches, managers, and mobile app experts, on the usefulness and functionality of mobile apps for use by adolescents. For this reason, the objectives of this research were: to discover their opinion about the physical activity apps currently available; and to determine the elements and characteristics that they consider most relevant to find in a physical activity app that can be used for a longer period of time. Eight focus groups were carried out in which a total of 38 adolescents (mean age: 13.74 ± 1.24 years old), 29 teachers, coaches, and managers (mean age: 35.27 ± 2.81 years old), and 10 experts (mean age: 43.18 ± 4.22 years old) participated. The most relevant results regarding the apps available include limitations in their functionality and design, as well as in the information provided and the requirements, which means that they are not designed exclusively for adolescents. Regarding the demands for a specific app for adolescents, the participants highlighted gamification as the main element, as it is key to user engagement, as well as the possibility of recording physical activity along with other healthy habits. Challenges, competitions or the possibility of observing progress should also be present in the application as they also influence user engagement and motivation. Adolescents also highlighted a multimedia section, privacy and rewards, while for professionals the inclusion of feedback, the facilitation of work and a fast interface for use in the school environment were key.
此前尚无研究分析青少年、教师、教练、管理人员和移动应用专家对于青少年使用的移动应用的实用性和功能的看法。因此,本研究的目的是:了解他们对当前可用的体育活动应用的看法;确定他们认为在一款可长期使用的体育活动应用中最相关的元素和特征。研究开展了八个焦点小组,共有38名青少年(平均年龄:13.74±1.24岁)、29名教师、教练和管理人员(平均年龄:35.27±2.81岁)以及10名专家(平均年龄:43.18±4.22岁)参与。关于现有应用的最相关结果包括其功能和设计、所提供的信息以及要求方面的局限性,这意味着它们并非专门为青少年设计。关于对一款特定青少年应用的需求,参与者强调游戏化是主要元素,因为它是提高用户参与度的关键,同时还强调记录体育活动以及其他健康习惯的可能性。应用中还应具备挑战、竞赛或观察进展的可能性,因为它们也会影响用户参与度和积极性。青少年还强调了多媒体板块、隐私和奖励,而对于专业人士来说,纳入反馈、便于工作以及在学校环境中使用的快速界面是关键。