Mobile-Based Gamified Physical Activity in Secondary Education
Gamification
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
2 other identifiers
interventional
54
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Feb 2026
Shorter than P25 for not_applicable
1 active site
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 Start
First participant enrolled
February 23, 2026
CompletedFirst Submitted
Initial submission to the registry
May 29, 2026
CompletedFirst Posted
Study publicly available on registry
June 17, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 30, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
October 30, 2026
June 17, 2026
June 1, 2026
4 months
May 29, 2026
June 13, 2026
Conditions
Keywords
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 INTERVENTIONParticipants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period.
Gamified Experimental Group (GEG)
EXPERIMENTALParticipants 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.
Non-gamified Experimental Group (NEG)
EXPERIMENTALParticipants 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.
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.
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.
Eligibility Criteria
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)
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
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
- 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