The ‘‘$in TIME’’ Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students
Metadatos
Mostrar el registro completo del ítemEditorial
SAGE Publications
Materia
Aerobic fitness Health Innovation
Fecha
2020Referencia bibliográfica
Publisher version: Mora-Gonzalez, J., Pérez-López, I. J., & Delgado-Fernández, M. (2020). The “$in TIME” gamification project: using a mobile app to improve cardiorespiratory fitness levels of college students. Games for health journal, 9(1), 37-44. DOI: 10.1089/g4h.2019.0001
Resumen
Objective: To examine the effects of a gamification teaching program, including the use of a game-based
mobile app on the cardiorespiratory fitness (CRF) levels of college students.
Materials and Methods: This study included a total of 117 college students (20.1 – 2.9 years). They belonged to
two different class groups, one formed the intervention group (IG, n = 58) and another one the control group (CG,
n = 59). IG college students followed a 16-week gamification teaching program focused on encouraging physical
activity (PA) through a game-based mobile app. The program was named ‘‘$in TIME’’ and set in the ‘‘In Time’’
science fiction movie. Each student belonging to the IG had a countdown on their mobile app so they had to perform
learning and PA challenges to gain time. Thus, they had to run or cycle 3 to 5 days per week to gain time of life. The
CG followed a traditional teaching methodology instead. CRF was assessed preintervention and postintervention
using the 20-meter shuttle run test (20mSRT).
Results: The stages completed in 20mSRT and the estimated maximal oxygen consumption at postinterven-
tion were significantly different between groups (P < 0.001, d p 0.7), with a mean difference of 1.2 stages and
3.69 mL/(kg$min), respectively. Analysis within group showed a significant pre-post improvement only in the
IG of 1.4 stages (P < 0.001).
Conclusion: A gamification program, including the use of a game-based mobile app in a university setting, had
a significant effect on the CRF in college students, in comparison with a CG that follows a traditional teaching
methodology.




