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Available online 30 October 2024
Effect of a gamified-based intermittent teaching unit in Physical Education on schoolchildrenʼs accelerometer-measured weekly physical activity: A cluster-randomized controlled trial. School-fit study
Efecto de una unidad didáctica intermitente gamificada en Educación Física sobre la actividad física semanal de los escolares medida con acelerómetros: Un ensayo controlado y aleatorizado por grupos naturales. Estudio School-Fit
Santiago Guijarro-Romeroa, Daniel Mayorga-Vegab,
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dmayorgavega@uma.es

Corresponding author.
, Carolina Casado-Roblesc, Jesús Vicianac
a Department of Physical Education, Sport and Human Movement, Autonomous University of Madrid, Madrid, Spain
b Departamento de Didáctica de las Lenguas, las Artes y el Deporte, Facultad de Ciencias de la Educación, Universidad de Málaga, Málaga, Spain
c Department of Physical Education and Sport, University of Granada, Granada, Spain
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Table 1. Effect of the gamified-based intermittent teaching unit on schoolchildren’s weekly physical activity levels
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Abstract

The main objective of the present study was to analyze the effect of a gamified-based intermittent teaching unit using behavior modification strategies in the Physical Education setting on schoolchildren’s accelerometer-measured weekly physical activity levels. A total of 203 primary schoolchildren (39.8% females; 9-12 years) from two public schools were cluster-randomly assigned into the experimental (n = 121) and control (n = 82) groups. The experimental group performed a gamified-based intermittent teaching unit (using the first 15 minutes of each session) three times per week for five weeks. Behavior modification strategies such as activity wristbands, goal setting, and educational counseling were also applied to promote habitual physical activity. Before and during the last intervention week, schoolchildren’s physical activity levels were objectively measured through ActiGraph wGT3X+/BT accelerometers. The Multilevel Linear Model results showed that the experimental group schoolchildren statistically significantly improved weekly moderate-to-vigorous physical activity (p < .05, d = 0.42). Moreover, the intervention statistically significantly improved the percentage of schoolchildren achieving, on average, at least 60 minutes of moderate-to-vigorous physical activity and 10,000 steps per day (p < .05, Cramerʼs V = .521–.549). A gamified-based intermittent teaching unit using behavior modification strategies seems effective for improving schoolchildrenʼs physical activity levels.

Keywords:
Children
Behavior modification strategies
Innovative program
Activity wristband
Gamification
Resumen

El objetivo principal del presente estudio es analizar el efecto de una unidad didáctica intermitente gamificada utilizando estrategias de modificación de conducta en el contexto de la Educación Física sobre los niveles de actividad física semanal de los escolares medidos por acelerómetros. Un total de 203 escolares de Educación Primaria (39.8% mujeres; 9–12 años) de dos colegios públicos han sido asignados aleatoriamente al grupo experimental (n = 121) y control (n = 82). El grupo experimental ha realizado una unidad didáctica intermitente gafmiciada (utilizando los primeros 15 minutos de cada sesión) tres veces por semana durante cinco semanas. También se han aplicado estrategias de modificación de conducta como pulseras de actividad, establecimiento de metas y asesoramiento educativo para promover la actividad física habitual. Antes y durante la última semana de la intervención, los niveles de actividad física de los escolares han sido medidos objetivamente mediante acelerómetros ActiGraph wGT3X+/BT. Los resultados del Modelo Lineal Multinivel muestran que los escolares del grupo experimental han mejorado de manera estadísticamente significativa la actividad física moderada-vigorosa semanal (p < .05, d = 0.42). Además, la intervención ha mejorado estadísticamente el porcentaje de escolares que han alcanzado, de media, al menos 60 minutos de actividad física moderada-vigorosa y 10,000 pasos por día (p < .05, V de Cramer = .521–.549). Una unidad didáctica intermitente gamificada utilizando estrategias de modificación de conducta parece ser efectiva para mejorar los niveles de actividad física de los escolares.

Palabras clave:
Niños
Estrategias de modificación de conducta
Programa innovador
Pulseras de actividad
Gamificación

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