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Purpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification-based group or a control group (i.e., traditional teaching). College students from the gamification group used a game-based mobile app under the narrative of “STAR WARS™” with a countdown, so they had to gain lifetime. Cardiorespiratory fitness was assessed by the 20-m shuttle run test. Muscular fitness was measured by the handgrip strength and the standing broad jump tests. Results: Participants from the gamification program reported a significantly higher cardiorespiratory fitness and upper and lower body muscular fitness at postintervention, indicated by an effect size of 0.86 (p < .001), 0.18 (p = .018), and 0.52 (p < .001), respectively. Conclusion: Gamification can have an important implication on students’ motivation toward higher fitness.
Navarro-Mateos https://orcid.org/0000-0002-0757-7975
Pérez-López https://orcid.org/0000-0002-4156-7762
Mora-Gonzalez (jmorag@ugr.es) is corresponding author, https://orcid.org/0000-0003-2346-8776