Health Game Intervention to Promote the Physical Activity of Early Adolescents
试验速览
- 阶段
- 不适用
- 入组人数
- 180
- 试验地点
- 1
- 主要终点
- Change in Physical activity behavior
研究概览
简要总结
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.
详细描述
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 10 Years 至 13 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •Physical activity impairments
研究组 & 干预措施
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.
干预措施: Health game (Behavioral)
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.
干预措施: Sport and fitness application (Behavioral)
结局指标
主要结局
Change in Physical activity behavior
时间窗: 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
次要结局
- Usability of the intervention(At 4 weeks)
- Change in Physical activity self-efficacy(At baseline and at 4 weeks)
- Actual use of the intervention(During the four week intervention)
研究者
Anni Pakarinen
Doctoral candidate
University of Turku
