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Mobile-Based Gamified Physical Activity in Secondary Education

The Effect of a Mobile-Based Gamified Physical Activity Programme on Physical Activity, Health-Related Physical Fitness, and Physical Literacy Levels in Secondary School Students: A Six-Month Longitudinal Study

Status
Enrolling by invitation
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07653919
Acronym
Gamification
Enrollment
54
Registered
2026-06-17
Start date
2026-02-23
Completion date
2026-10-30
Last updated
2026-06-17

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Exercise, Gamification, Physical Activity, Physical Fitness, Physical Literacy, Portfolio Notebook, School-based Programme, Secondary School Students

Keywords

Physical Activity, Exercise, Gamification, Physical Fitness, Physical literacy, school-based programme, Secondary School Students, portfolio notebook

Brief summary

Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. However, 81% of children worldwide, 58% of children in Turkey, and 80% of adolescents do not meet these recommendations. Physical inactivity increases the risk of cardiovascular disease, obesity, and metabolic disorders, causing millions of deaths each year. Therefore, school-based interventions offer an important opportunity to improve children's PA, health-related physical fitness, and physical literacy (3F) levels. In recent years, the concept of physical literacy and mobile-based gamification applications have come to the fore. Gamification increases motivation and improves PA levels through elements such as points, badges, levels, and leaderboards. The literature indicates that gamified applications have positive effects on step count and exercise habits. However, research on physical fitness and literacy dimensions remains limited. In this context, the aim of the project is to examine the effects of a 12-week gamified mobile-based physical activity programme on 3F in secondary school students. The research will be conducted with 54 students at a state secondary school in Bursa, and participants will be divided into three groups: the gamified experimental group (GE), the non-gamified experimental group (NG), and the control group (CG). The physical activity programme will consist of daily step targets and weekly exercises, and students will be monitored via the mobile application called 'Time to Move' and a portfolio notebook. The gamification group will use points, badges, levels and a leaderboard, and physical activity homework will also be assigned outside of school. The study will include pre-tests, post-tests and 12-week follow-up measurements. The unique value of the project lies in fostering PA habits through a gamified mobile application, determining 3F levels and examining their effects on these levels, and ensuring the sustainable monitoring of a school-based programme with the support of a mobile application and portfolio. The main objective of the research is to support behavioural change in secondary school students, make PA a lifestyle, and foster healthy living habits in the long term.

Interventions

Use of a gamified application designed to promote motivation, adherence, and engagement in a physical activity program (walking and exercise activities) during the 12-week intervention period.

BEHAVIORALPhysical Activity Program

The Physical Activity Program consists of a daily step goal and an exercise goal. Step Goal: Walk daily for 12 weeks to achieve a predetermined step goal. Exercise Goal: Exercise program performed for at least 15-20 minutes on least three designated days per week for 12 weeks, in addition to daily walking.

Sponsors

Uludag University
Lead SponsorOTHER
The Scientific and Technological Research Council of Turkey
CollaboratorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
SINGLE (Subject)

Masking description

This study used single masking. The non-gamified experimental group (NG) and the control group (CG)are blinded to the gamification component of the intervention. They are not informed whether the physical activity program includes gamified elements. Due to the nature of the intervention, the researchers delivering it are aware of the group allocation.

Intervention model description

Participants will be randomly assigned to one of three parallel groups: the gamified experimental group (GE), the non-gamified experimental group (NG), or the control group (CG). All intervention groups will be followed concurrently for 12 weeks.

Eligibility

Sex/Gender
ALL
Age
11 Years to 12 Years
Healthy volunteers
No

Inclusion criteria

* Students in the 6th grade * Not having participated in any regular, structured physical activity for approximately 6 months before the study period.

Exclusion criteria

* Anyone with a health problem * Going to any sports club in the near future

Design outcomes

Primary

MeasureTime frameDescription
Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)Baseline to 12 weeksChange in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan).
Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook)Baseline to 12 weeksChange in adherence to the exercise goal in a physical activity program, as assessed using the Time To Move gamified mobile application and portfolio logbook, from baseline to 12 weeks.

Secondary

MeasureTime frameDescription
CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)Baseline and 12 weeksPhysical literacy level measured by CAPL-2 total score at baseline and post-intervention. The total CAPL-2 score ranges from 0 points (poor physical literacy) to 100 points (excellent physical literacy).
Physical Activity Questionnaire for Children (PAQ-C)Baseline and 12 weeksPhysical activity level measured by Physical Activity Questionnaire for Children (PAQ-C) score. On the PAQ-C, a score of 5 indicates the highest level of physical activity, while a score of 1 indicates the lowest level of physical activity.
Health-Related Physical Fitness Measured by the FitnessGram Test Battery (Sit-Up Test, Push-Up Test, Trunk Lift Test, and Anthropometric Measurements)Baseline and 12 weeksChange in health-related physical fitness from baseline to 12 weeks, assessed using the FitnessGram Test Battery, including the Sit-Up Test (abdominal muscular endurance), Push-Up Test (upper body muscular endurance), Trunk Lift Test (trunk extensor strength and flexibility), and anthropometric measurements (e.g., body composition indicators).

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 18, 2026