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A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: 'The Matrix rEFvolution Program'

机译:鼓励体力活动的基于博弈的干预计划,提高了大学生的心肺气体适应性:“矩阵refvolution计划”

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The aim of the present study was to examine the effects of a gamification-based program on cardiorespiratory fitness (CRF) levels of college students. We divided 112 college students into an intervention group (IG) and a control group (CG). IG college students followed a 15-week gamification-based program, whereas CG followed traditional lectures. CRF was assessed using the 20-meter shuttle-run test. CRF significantly improved after the program in the IG compared to CG (d <= 0.94, p < 0.001). Only participants of IG had significant CRF improvements (d <= 0.87, p < 0.001) between pre- and post-assessments. In the IG, from the students who attended 100% of lectures, 87.8% met physical activity recommendations for 100% of weeks, whereas from those who attended <100%, only 26.7% met them them for 100% of weeks (p < 0.001). Participants who met recommendations 100% of weeks had a significant CRF improvement (p < 0.001). Motivating college students throughout innovative teaching methods (e.g., gamification) can lead to health improvements.
机译:本研究的目的是审查基于博彩的计划对大学生的心肺活动(CRF)水平的影响。我们将112名大学生分为干预组(IG)和对照组(CG)。 IG大学生遵循基于15周的游戏化计划,而CG遵循传统讲座。使用20米的梭式测试评估CRF。在IG中的程序与CG相比,CRF显着改善(D <= 0.94,P <0.001)。在评估前和评估后,Ig的参与者只有显着的CRF改善(D <= 0.87,p <0.001)。在IG中,来自参加100%讲座的学生,87.8%达到了物理活动的建议100%的时间,而那些参加100%的人,只有26.7%达到60%的周(P <0.001) )。达到建议的参与者100%周的改善有重大的CRF改善(P <0.001)。激励大学生在整个创新的教学方法(例如,Gamification)可能导致健康改善。

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