Health Game Intervention to Promote the Physical Activity of Early Adolescents
- Conditions
- Health BehaviorPhysical Activity
- Interventions
- Behavioral: Health gameBehavioral: Sport and fitness application
- Registration Number
- NCT03279497
- Lead Sponsor
- University of Turku
- Brief Summary
The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early adolescents (10-13 year olds). Half of the study participants will receive the game-intervention and half of the study participants will receive a commercially available sport and fitness application for running, cycling and every-day training.
- Detailed Description
The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early 10 to 13 years old adolescents. Participants allocated to the Health game intervention group will use a game called Movenator, during a four week intervention and participants allocated to the Sport and fitness-intervention group will use a commercially available Sport and fitness application for running, cycling and every-day training, during a four week intervention period.
Recruitment & Eligibility
- Status
- UNKNOWN
- Sex
- All
- Target Recruitment
- 180
- Goes to school at 4th, 5th or 6th grade
- Understands and can communicate either in Finnish
- Has daily access to a smart phone (Android) during free time
- Physical activity impairments
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Health game Health game Health game intervention consists of 20 minutes guided training session with the mobile health game at school and 4 weeks free usage of the game via own smart phone during free time. Smart phones are tracking the actual physical activity (steps) of the participants via activity sensors and the tracked steps work as In-App Currency enabling the participants to play the game and proceed in it. Sport and fitness application Sport and fitness application Sport and fitness application intervention consists of 20 minutes guided training session with the app at school and 4 weeks free usage of the app via own smart phone during free time. Sport and fitness application, when turned on, tracks the physical activity (running, cycling and every-day training) of the participant.
- Primary Outcome Measures
Name Time Method Change in Physical activity behavior at baseline during one week period and at 4 weeks during one week period Physical activity behavior is tracked with Actigraph wGT3X-BT accelerometer during one week period
- Secondary Outcome Measures
Name Time Method Change in Physical activity self-efficacy At baseline and at 4 weeks Measured with Physical Activity Self-Efficacy Scale (PASES), a 8-item 5-point Likert-scale.
Actual use of the intervention During the four week intervention Actual use of the intervention is tracked with log files
Usability of the intervention At 4 weeks Measured with System Usability Scale (SUS), a 10-item 5-point Likert-scale
Trial Locations
- Locations (1)
Primary schools (n=2)
🇫🇮Turku, Southwest Finland, Finland