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Mobile-Based Gamified Physical Activity in Secondary Education

NCT07653919 · tracked via the Priya Life Science Turkey tracker
Phase
Not applicable
Started
2026-02-23
Last updated
2026-06-17

Condition(s) studied

Physical ActivityExerciseGamificationPhysical FitnessPhysical LiteracySchool-based ProgrammeSecondary School StudentsPortfolio Notebook

Investigational drug(s) / intervention(s)

Gamified Mobile ApplicationPhysical Activity Program

Gamified Mobile Application: 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.

Physical 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.

Study 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.

Eligibility

Sex
ALL
Min age
11 Years
Max age
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

Primary outcome measure(s)

  • Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer) — Baseline to 12 weeks
    Change 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 weeks
    Change 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.

Trial sites (1)

FacilityCityRegionStatus
Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University Bursa Nilüfer
Official registry record

This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.

View NCT07653919 on ClinicalTrials.gov ↗ ← All trials in Turkey