心理学
健康饮食
召回
体力活动
大学卫生
数学教育
医学教育
应用心理学
医学
物理疗法
认知心理学
家庭医学
作者
J.-S. Kim,Anna Lindqvist,Darla M. Castelli
标识
DOI:10.1080/07448481.2024.2325929
摘要
Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All data were collected using a pre/posttest format from first-year college students (n = 159; female = 42%). Employing a quasi-experimental design with the students in gamified/non-gamified conditions, Fitbit monitored physical activity (PA), and healthy eating (survey and diet recall) pre/post treatment. A covariance analysis demonstrated that gamification positively influenced students' participation in light PA (p = .035, η2 = 0.03) and healthy eating (p = .008, η2 = 0.049) over the content matched control group. Integrating gamified elements into health education is feasible and advantageous to increase participation in activities such as walking and healthy eating.
科研通智能强力驱动
Strongly Powered by AbleSci AI