NCT07653919

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.

Trial Health

75
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
54

participants targeted

Target at P25-P50 for not_applicable

Timeline
4mo left

Started Feb 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
enrolling by invitation

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Progress46%
Feb 2026Oct 2026

Study Start

First participant enrolled

February 23, 2026

Completed
3 months until next milestone

First Submitted

Initial submission to the registry

May 29, 2026

Completed
19 days until next milestone

First Posted

Study publicly available on registry

June 17, 2026

Completed
13 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

June 30, 2026

Expected
4 months until next milestone

Study Completion

Last participant's last visit for all outcomes

October 30, 2026

Last Updated

June 17, 2026

Status Verified

June 1, 2026

Enrollment Period

4 months

First QC Date

May 29, 2026

Last Update Submit

June 13, 2026

Conditions

Keywords

Physical ActivityExerciseGamificationPhysical FitnessPhysical literacyschool-based programmeSecondary School Studentsportfolio notebook

Outcome Measures

Primary Outcomes (2)

  • Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)

    Change in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan).

    Baseline to 12 weeks

  • Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook)

    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.

    Baseline to 12 weeks

Secondary Outcomes (3)

  • CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)

    Baseline and 12 weeks

  • Physical Activity Questionnaire for Children (PAQ-C)

    Baseline and 12 weeks

  • 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 weeks

Study Arms (3)

Control Group (CG)

NO INTERVENTION

Participants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period.

Gamified Experimental Group (GEG)

EXPERIMENTAL

Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 15-20 minutes on least three days per week, and use a "Time To Move" gamified application to support walking and exercise activities.

Behavioral: Gamified Mobile ApplicationBehavioral: Physical Activity Program

Non-gamified Experimental Group (NEG)

EXPERIMENTAL

Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 20-25 minutes on least three days per week.

Behavioral: Physical Activity Program

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.

Gamified Experimental Group (GEG)

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.

Gamified Experimental Group (GEG)Non-gamified Experimental Group (NEG)

Eligibility Criteria

Age11 Years - 12 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

You may qualify if:

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

You may not qualify if:

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

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University

Bursa, Nilüfer, 16120, Turkey (Türkiye)

Location

MeSH Terms

Conditions

Motor Activity

Condition Hierarchy (Ancestors)

Behavior

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Masking Details
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.
Purpose
PREVENTION
Intervention Model
PARALLEL
Model Details: 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.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Professor

Study Record Dates

First Submitted

May 29, 2026

First Posted

June 17, 2026

Study Start

February 23, 2026

Primary Completion (Estimated)

June 30, 2026

Study Completion (Estimated)

October 30, 2026

Last Updated

June 17, 2026

Record last verified: 2026-06

Data Sharing

IPD Sharing
Will not share

Ethical issues

Locations