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Enrolling by invitation NCT07653919

Mobile-Based Gamified Physical Activity in Secondary Education

No phase Interventional Physical Activity Exercise Gamification Physical Fitness

For patients and families

In plain language

An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.

What is being studied
The protocol lists: Gamified Mobile Application, Physical Activity Program.
Who it may be relevant to
Registry conditions: Physical Activity, Exercise, Gamification, Physical Fitness. Basic parameters: 11 years — 12 years · All.
What needs checking
Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
Where it takes place
Turkey (Türkiye)
Next step
Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Official title

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

Overview

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.

Interventions

  • Behavioral 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.
  • Behavioral 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.

Primary outcome measures

  • Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer) [Time frame: Baseline to 12 weeks]
  • Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook) [Time frame: Baseline to 12 weeks]
Secondary outcome measures (3)
  • CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy) [Time frame: Baseline and 12 weeks]
  • Physical Activity Questionnaire for Children (PAQ-C) [Time frame: 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) [Time frame: Baseline and 12 weeks]

Eligibility criteria

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

Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.

Healthy volunteers: No

Study design

Allocation
Randomized
Model
Parallel assignment
Masking
Single blind
Primary purpose
Prevention

Study locations

Turkey (Türkiye) · 1 center
  • Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ Unive — Bursa

Identifiers

NCT: NCT07653919 · 2026-02 · 325K162

Primary sources (government registries)

View this study on ClinicalTrials.gov ↗