| Literature DB >> 32742615 |
Ata Pourabbasi1, Manzar Amirkhani2, Sara Nouriyengejeh1.
Abstract
BACKGROUND: Physical activity is affecting every aspect of our life. A sedentary lifestyle can be the risk factor for noncommunicable diseases (NCD) or premature death all over the world. Several studies demonstrate that school-based physical activity promotion is an important solution to make healthy behaviors, especially in children and adolescents. In this vein, the current research evaluates a model for physical activity, which is promoted through a game among high school students.Entities:
Keywords: Adolescent; gamification; physical activity; schools
Year: 2020 PMID: 32742615 PMCID: PMC7373084 DOI: 10.4103/ijpvm.IJPVM_404_18
Source DB: PubMed Journal: Int J Prev Med ISSN: 2008-7802
Figure 1The step-by-step game process lasted 60 min
Demographic characteristics of students
| Index | Rate |
|---|---|
| Number of students | 47 |
| Mean age of students | 16.65±0.3 |
| Time spent in school (hours per day) | 8.5 |
| Time spent in school (hours per week) | 51 |
| Average family income (USD per month) | 2080.4 |
Frequency of visibility and popularity indices of suggested behaviors among cases and controls
| Study groups | Behavior | Likes | Dislikes | Behaviors visibility (sum of likes and dislikes) | Behaviors popularity (subtraction of likes and dislikes) | Behavior recalls by participants (%) |
|---|---|---|---|---|---|---|
| Intervention | Take a walk from home to school. | 45.00 | - | 45.00 | 45.00 | 22.00 (88%) |
| Controls | 21.00 (95.45%) | |||||
| Intervention | Do your favorite sport less, take a taxi, and walk further | 40.00 | - | 40.00 | 40.00 | 20.00 (80%) |
| Controls | 15.00 (68.18) | |||||
| Intervention | Smooth movements and walking in water Walk short distances and do not even use public transport. | 9.00 | 4.00 | 13.00 | 5.00 | 22.00 (88%) |
| Controls | 20.00 (90.91) | |||||
| Intervention | Run in the par in the morning Walk a little faster while walking | 9.00 | 5.00 | 14.00 | 4.00 | 19 (76%) |
| Controls | 7 (31.82%) | |||||
| Intervention | Use the stairs on the subway | 13.00 | 1.00 | 14.00 | 12.00 | 17.00 (68%) |
| Controls | Increase the use of bikes, skates, and skateboards in our everyday life | 14.00 (63.64%) | ||||
| Intervention | Walk while studying instead of sitting and studying. | 15.00 | 5.00 | 20.00 | 10.00 | 14.00 (56.00%) |
| controls | Do your favorite sport | 5.00 (22.73%) | ||||
| Intervention | less take a taxi and walk further | 6.00 | 8.00 | 14.00 | -2.00 | 18.00 (72%) |
| controls | Smooth movements and walking in water | 17.00 (77.27%) | ||||
| Intervention | Walk short distances and do not even use public transport. | 2.00 | 12.00 | 14.00 | -10.00 | 22.00 (88%) |
| controls | Run in the par in the morning | 20.00 (90.91%) | ||||
| Intervention | Walk a little faster while walking | 13.00 | 3.00 | 16.00 | 10.00 | 16.00 (64.00%) |
| Controls | Use the stairs on the subway | 13.00 (59.09%) | ||||
| Intervention | Increase the use of bikes, skates, and skateboards in our everyday life | 14.00 | 3.00 | 17.00 | 11.00 | 19.00 (76%) |
| Controls | 8.00 (36.36%) |
*The statistics only implies to participants
Comparison of study groups in recalling behaviors 1 week after the intervention
| Sample size | Intervention duration (min) | Intervention model | Mean of behavior recall (out of 10) | Std. deviation | |
|---|---|---|---|---|---|
| Intervention | 25 | 60 | Gamification | 7.56 | 2.29 |
| Controls | 22 | 60 | Traditional teaching | 6.36 | 1.61 |