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dc.contributor.authorMora González, José 
dc.contributor.authorNavarro Mateos, Carmen 
dc.contributor.authorPérez López, Isaac José 
dc.date.accessioned2024-09-05T09:54:47Z
dc.date.available2024-09-05T09:54:47Z
dc.date.issued2022
dc.identifier.citationMora-Gonzalez, J., Navarro-Mateos, C., & Pérez-López, I. J. (2022). “STAR WARS™: The First Jedi” Gamification Program: Improvement of Fitness Among College Students. Journal of Teaching in Physical Education, 42(3), 502-510.es_ES
dc.identifier.urihttps://hdl.handle.net/10481/93987
dc.description.abstractPurpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification- based group or a control group (i.e., traditional teaching). College students from the gamification group used a game-based mobile app under the narrative of “STAR WARSTM” with a countdown, so they had to gain lifetime. Cardiorespiratory fitness was assessed by the 20-m shuttle run test. Muscular fitness was measured by the handgrip strength and the standing broad jump tests. Results: Participants from the gamification program reported a significantly higher cardiorespiratory fitness and upper and lower body muscular fitness at postintervention, indicated by an effect size of 0.86 (p < .001), 0.18 (p = .018), and 0.52 (p < .001), respectively. Conclusion: Gamification can have an important implication on students’ motivation toward higher fitness.es_ES
dc.language.isoenges_ES
dc.title“STAR WARS: The First Jedi” Gamification Program: Improvement of Fitness Among College Studentses_ES
dc.typejournal articlees_ES
dc.rights.accessRightsembargoed accesses_ES


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