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dc.contributor.authorMora González, José Rafael 
dc.contributor.authorPérez López, Isaac José 
dc.contributor.authorEsteban Cornejo, Irene 
dc.contributor.authorDelgado Fernández, Manuel 
dc.date.accessioned2020-03-25T08:59:48Z
dc.date.available2020-03-25T08:59:48Z
dc.date.issued2020-01-30
dc.identifier.citationMora-Gonzalez, J.; Pérez-López, I.J.; Esteban-Cornejo, I.; Delgado-Fernández, M. A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’. Int. J. Environ. Res. Public Health 2020, 17, 877. [doi:10.3390/ijerph17030877]es_ES
dc.identifier.urihttp://hdl.handle.net/10481/60608
dc.descriptionJ.M.-G. was supported by the Spanish Ministry of Education, Culture and Sport under Grant FPU14/06837. I.E.-C. was supported by the Spanish Ministry of Science and Innovation under Grant FJCI-2014-19563. Additional support was obtained from the University of Granada, Plan Propio de Investigación 2016, Excellence actions: Units of Excellence, Unit of Excellence on Exercise and Health (UCEES); and by the Junta de Andalucía, Consejería de Conocimiento, Investigación y Universidades and European Regional Development Fund (ERDF) (Ref. SOMM17/6107/UGR)es_ES
dc.description.abstractThe aim of the present study was to examine the effects of a gamification-based program on cardiorespiratory fitness (CRF) levels of college students. We divided 112 college students into an intervention group (IG) and a control group (CG). IG college students followed a 15-week gamification-based program, whereas CG followed traditional lectures. CRF was assessed using the 20-meter shuttle-run test. CRF significantly improved after the program in the IG compared to CG (d ≤ 0.94, p < 0.001). Only participants of IG had significant CRF improvements (d ≤ 0.87, p < 0.001) between pre- and post-assessments. In the IG, from the students who attended 100% of lectures, 87.8% met physical activity recommendations for 100% of weeks, whereas from those who attended <100%, only 26.7% met them them for 100% of weeks (p < 0.001). Participants who met recommendations 100% of weeks had a significant CRF improvement (p < 0.001). Motivating college students throughout innovative teaching methods (e.g., gamification) can lead to health improvements.es_ES
dc.description.sponsorshipEuropean Regional Development Fund (ERDF) (Ref. SOMM17/6107/UGR)es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAtribución 3.0 España*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectAerobic fitnesses_ES
dc.subjectHealth es_ES
dc.subjectInnovationes_ES
dc.subjectUniversityes_ES
dc.subjectYoung adultses_ES
dc.titleA Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doi10.3390/ijerph17030877


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