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A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’

Jose Mora-Gonzalez, Isaac J. Pérez-López, Irene Esteban-Cornejo and Manuel Delgado-Fernández
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Jose Mora-Gonzalez: 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
Isaac J. Pérez-López: Educación física y transformación social, SEJ546 Research Group, Department of Physical Education and Sports, Faculty of Sports Science, University of Granada, 18071 Granada, Spain
Irene Esteban-Cornejo: 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
Manuel Delgado-Fernández: PA-HELP “Physical Activity for Health Promotion, CTS-1018” Research Group, Department of Physical Education and Sports, Faculty of Sports Science, University of Granada, 18071 Granada, Spain

IJERPH, 2020, vol. 17, issue 3, 1-11

Abstract: 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, p < 0.001). Only participants of IG had significant CRF improvements (d ≤ 0.87, p < 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 ( p < 0.001). Participants who met recommendations 100% of weeks had a significant CRF improvement ( p < 0.001). Motivating college students throughout innovative teaching methods (e.g., gamification) can lead to health improvements.

Keywords: aerobic fitness; health; innovation; university; young adults (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (4)

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