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A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks
The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through s...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6862043/ https://www.ncbi.nlm.nih.gov/pubmed/31652885 http://dx.doi.org/10.3390/ijerph16214082 |
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author | Beemer, Lexie R. Ajibewa, Tiwaloluwa A. DellaVecchia, Gabriel Hasson, Rebecca E. |
author_facet | Beemer, Lexie R. Ajibewa, Tiwaloluwa A. DellaVecchia, Gabriel Hasson, Rebecca E. |
author_sort | Beemer, Lexie R. |
collection | PubMed |
description | The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through sixth-grade classrooms (n = 292 students) in one elementary-middle school in Detroit, Michigan (49% female, 95% nonwhite; 80% qualified for free/reduced lunch) participated in this 20-week intervention where teachers implemented 5 × 4 min moderate-to-vigorous activity breaks per day. Gamification of activity breaks occurred during weeks 13–20 of the intervention and included the use of game design elements and classroom goals for activity break intensity. Moderate-to-vigorous physical activity (MVPA) during activity breaks was measured via direct observation. There was a significant effect of intervention with a 27% increase in student MVPA participation during the gamified intervention weeks compared with the standard intervention weeks (p = 0.03). Gamification of activity breaks resulted in 55% (compared with 25% during the standard intervention) of students accumulating approximately 20 min of health-enhancing physical activity per day in their classroom. These findings provide preliminary evidence that gamifying activity breaks may be an important strategy for increasing student participation in classroom activity breaks. |
format | Online Article Text |
id | pubmed-6862043 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-68620432019-12-05 A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks Beemer, Lexie R. Ajibewa, Tiwaloluwa A. DellaVecchia, Gabriel Hasson, Rebecca E. Int J Environ Res Public Health Article The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through sixth-grade classrooms (n = 292 students) in one elementary-middle school in Detroit, Michigan (49% female, 95% nonwhite; 80% qualified for free/reduced lunch) participated in this 20-week intervention where teachers implemented 5 × 4 min moderate-to-vigorous activity breaks per day. Gamification of activity breaks occurred during weeks 13–20 of the intervention and included the use of game design elements and classroom goals for activity break intensity. Moderate-to-vigorous physical activity (MVPA) during activity breaks was measured via direct observation. There was a significant effect of intervention with a 27% increase in student MVPA participation during the gamified intervention weeks compared with the standard intervention weeks (p = 0.03). Gamification of activity breaks resulted in 55% (compared with 25% during the standard intervention) of students accumulating approximately 20 min of health-enhancing physical activity per day in their classroom. These findings provide preliminary evidence that gamifying activity breaks may be an important strategy for increasing student participation in classroom activity breaks. MDPI 2019-10-24 2019-11 /pmc/articles/PMC6862043/ /pubmed/31652885 http://dx.doi.org/10.3390/ijerph16214082 Text en © 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Beemer, Lexie R. Ajibewa, Tiwaloluwa A. DellaVecchia, Gabriel Hasson, Rebecca E. A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title | A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title_full | A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title_fullStr | A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title_full_unstemmed | A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title_short | A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks |
title_sort | pilot intervention using gamification to enhance student participation in classroom activity breaks |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6862043/ https://www.ncbi.nlm.nih.gov/pubmed/31652885 http://dx.doi.org/10.3390/ijerph16214082 |
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