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NCT Number: NCT07653919

Mobile-Based Gamified Physical Activity in Secondary Education

Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. However, 81% of children worldwide, 58% of children in Turkey, and 80% of adolescents do not meet these recommendations. Physical inactivity increases the risk of cardiovascular disease, obesity, and metabolic disorders, causing millions of deaths each year. Therefore, school-based interventions offer an important opportunity to improve children's PA, health-related physical fitness, and physical literacy (3F) levels.

In recent years, the concept of physical literacy and mobile-based gamification applications have come to the fore. Gamification increases motivation and improves PA levels through elements such as points, badges, levels, and leaderboards. The literature indicates that gamified applications have positive effects on step count and exercise habits. However, research on physical fitness and literacy dimensions remains limited. In this context, the aim of the project is to examine the effects of a 12-week gamified mobile-based physical activity programme on 3F in secondary school students.

The research will be conducted with 54 students at a state secondary school in Bursa, and participants will be divided into three groups: the gamified experimental group (GE), the non-gamified experimental group (NG), and the control group (CG). The physical activity programme will consist of daily step targets and weekly exercises, and students will be monitored via the mobile application called 'Time to Move' and a portfolio notebook. The gamification group will use points, badges, levels and a leaderboard, and physical activity homework will also be assigned outside of school. The study will include pre-tests, post-tests and 12-week follow-up measurements.

The unique value of the project lies in fostering PA habits through a gamified mobile application, determining 3F levels and examining their effects on these levels, and ensuring the sustainable monitoring of a school-based programme with the support of a mobile application and portfolio. The main objective of the research is to support behavioural change in secondary school students, make PA a lifestyle, and foster healthy living habits in the long term.

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Key information

Age range

11 year–12 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University

Bursa, Nilüfer, 16120, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Students in the 6th grade
  • Not having participated in any regular, structured physical activity for approximately 6 months before the study period.

Exclusion criteria

  • Anyone with a health problem
  • Going to any sports club in the near future

Treatment and study plan

Gamified Mobile Application

Behavioral

Use of a gamified application designed to promote motivation, adherence, and engagement in a physical activity program (walking and exercise activities) during the 12-week intervention period.

Physical Activity Program

Behavioral

The Physical Activity Program consists of a daily step goal and an exercise goal.

Step Goal: Walk daily for 12 weeks to achieve a predetermined step goal. Exercise Goal: Exercise program performed for at least 15-20 minutes on least three designated days per week for 12 weeks, in addition to daily walking.

Primary outcomes

  1. Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)

    Time frame: Baseline to 12 weeks

    Change in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan).

  2. Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook)

    Time frame: Baseline to 12 weeks

    Change in adherence to the exercise goal in a physical activity program, as assessed using the Time To Move gamified mobile application and portfolio logbook, from baseline to 12 weeks.

Secondary outcomes

  1. CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)

    Time frame: Baseline and 12 weeks

    Physical literacy level measured by CAPL-2 total score at baseline and post-intervention. The total CAPL-2 score ranges from 0 points (poor physical literacy) to 100 points (excellent physical literacy).

  2. Physical Activity Questionnaire for Children (PAQ-C)

    Time frame: Baseline and 12 weeks

    Physical activity level measured by Physical Activity Questionnaire for Children (PAQ-C) score. On the PAQ-C, a score of 5 indicates the highest level of physical activity, while a score of 1 indicates the lowest level of physical activity.

  3. Health-Related Physical Fitness Measured by the FitnessGram Test Battery (Sit-Up Test, Push-Up Test, Trunk Lift Test, and Anthropometric Measurements)

    Time frame: Baseline and 12 weeks

    Change in health-related physical fitness from baseline to 12 weeks, assessed using the FitnessGram Test Battery, including the Sit-Up Test (abdominal muscular endurance), Push-Up Test (upper body muscular endurance), Trunk Lift Test (trunk extensor strength and flexibility), and anthropometric measurements (e.g., body composition indicators).

Sponsors and collaborators

Lead sponsor

Uludag University

Other

Collaborators

  • The Scientific and Technological Research Council of Turkey

Registry information

Official study title

The Effect of a Mobile-Based Gamified Physical Activity Programme on Physical Activity, Health-Related Physical Fitness, and Physical Literacy Levels in Secondary School Students: A Six-Month Longitudinal Study

Acronym: Gamification

Important dates

Study start
2026
Primary completion
2026
Study completion
2026
First posted
Jun 17, 2026
Registry last updated
Jun 17, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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