Litcius/Paper detail

A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’

José Mora-González, Isaac José Pérez López, Irene Esteban‐Cornejo, Manuel Delgado‐Fernández

2020International Journal of Environmental Research and Public Health41 citationsDOIOpen Access PDF

Abstract

The 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.

Topics & Concepts

Cardiorespiratory fitnessIntervention (counseling)Medical educationPhysical activityPsychologyPhysical fitnessPhysical therapyApplied psychologyGerontologyMedicinePsychiatryPhysical Activity and HealthChildren's Physical and Motor DevelopmentHealth and Lifestyle Studies