| Literature DB >> 31652885 |
Lexie R Beemer1,2, Tiwaloluwa A Ajibewa3,4, Gabriel DellaVecchia5, Rebecca E Hasson6,7,8.
Abstract
The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through sixth-grade classrooms (n = 292 students) in one elementary-middle school in Detroit, Michigan (49% female, 95% nonwhite; 80% qualified for free/reduced lunch) participated in this 20-week intervention where teachers implemented 5 × 4 min moderate-to-vigorous activity breaks per day. Gamification of activity breaks occurred during weeks 13-20 of the intervention and included the use of game design elements and classroom goals for activity break intensity. Moderate-to-vigorous physical activity (MVPA) during activity breaks was measured via direct observation. There was a significant effect of intervention with a 27% increase in student MVPA participation during the gamified intervention weeks compared with the standard intervention weeks (p = 0.03). Gamification of activity breaks resulted in 55% (compared with 25% during the standard intervention) of students accumulating approximately 20 min of health-enhancing physical activity per day in their classroom. These findings provide preliminary evidence that gamifying activity breaks may be an important strategy for increasing student participation in classroom activity breaks.Entities:
Keywords: children; classroom-based physical activity; game design; intervention; motivation; school health
Mesh:
Year: 2019 PMID: 31652885 PMCID: PMC6862043 DOI: 10.3390/ijerph16214082
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The gamified intervention daily, weekly, and postintervention prizes.
Figure 2Exponential trendlines for the average student moderate-to-vigorous physical activity (MVPA) participation during an activity break, during the standard and gamified weeks of the intervention, for all classes combined.
Average student moderate-to-vigorous physical activity participation outcomes for all classes combined, by grade level and gender, for the last week of the standard and gamified intervention.
| Percent of Students in Moderate-to-Vigorous Physical Activity (MVPA) during an Activity Break | ||||
|---|---|---|---|---|
| Grade Level | Standard | Gamified | ||
| (Mean ± SE) | (Mean ± SE) | |||
| 3 | 53.3 ± 6.5 | 64.3 ± 3.9 | 0.13 | |
| 4 | 12.5 ± 2.6 | 48.4 ± 3.0 | 0.01 | |
| 5 | 46.0 ± 3.8 | 62.9 ± 6.2 | 0.02 | |
| 6 | 26.1 ± 6.7 | 47.6 ± 5.3 | 0.05 | |
|
| -- | 37.3 ± 3.0 | 55.1 ± 2.1 | 0.01 |
|
| -- | 31.4 ± 3.4 | 53.2 ± 3.0 | 0.01 |
|
| -- | 43.4 ± 4.7 | 57.0 ± 3.1 | 0.01 |