| dc.contributor.author | Mora González, José Rafael | |
| dc.contributor.author | Pérez López, Isaac José | |
| dc.contributor.author | Delgado Fernández, Manuel | |
| dc.date.accessioned | 2026-01-15T08:54:58Z | |
| dc.date.available | 2026-01-15T08:54:58Z | |
| dc.date.issued | 2020 | |
| dc.identifier.citation | Publisher version: Mora-Gonzalez, J., Pérez-López, I. J., & Delgado-Fernández, M. (2020). The “$in TIME” gamification project: using a mobile app to improve cardiorespiratory fitness levels of college students. Games for health journal, 9(1), 37-44. DOI: 10.1089/g4h.2019.0001 | es_ES |
| dc.identifier.issn | 2161-783X | |
| dc.identifier.issn | 2161-7856 | |
| dc.identifier.uri | https://hdl.handle.net/10481/109724 | |
| dc.description.abstract | Objective: To examine the effects of a gamification teaching program, including the use of a game-based
mobile app on the cardiorespiratory fitness (CRF) levels of college students.
Materials and Methods: This study included a total of 117 college students (20.1 – 2.9 years). They belonged to
two different class groups, one formed the intervention group (IG, n = 58) and another one the control group (CG,
n = 59). IG college students followed a 16-week gamification teaching program focused on encouraging physical
activity (PA) through a game-based mobile app. The program was named ‘‘$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$min), respectively. Analysis within group showed a significant pre-post improvement only in the
IG of 1.4 stages (P < 0.001).
Conclusion: A gamification program, including the use of a game-based mobile app in a university setting, had
a significant effect on the CRF in college students, in comparison with a CG that follows a traditional teaching
methodology. | es_ES |
| dc.language.iso | eng | es_ES |
| dc.publisher | SAGE Publications | es_ES |
| dc.subject | Aerobic fitness | es_ES |
| dc.subject | Health | es_ES |
| dc.subject | Innovation | es_ES |
| dc.title | The ‘‘$in TIME’’ Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students | es_ES |
| dc.type | journal article | es_ES |
| dc.rights.accessRights | open access | es_ES |
| dc.identifier.doi | 10.1089/g4h.2019.0001 | |
| dc.type.hasVersion | AO | es_ES |