Examining the effect of gamification on students' physical activity behaviors
Is this your thesis?
This record came from a bulk archive import. If it’s yours, link it to your profile.
Abstract (EN)
This study was conducted to examine the effect of gamification on students' physical activity behaviors. The sample of the study consisted of 49 sixth grade students studying in 2 different secondary schools in the Etimesgut district of Ankara province, which was determined by convenience sampling method. Experimental design with pretest posttest control group was used in the research. Pedometer, Situational Motivation Scale, Basic Psychological Need Satisfaction Scales, Exercise Stages of Change Questionnaire, Physical Activity Self-Efficacy Questionnaire, Physical Activity Enjoyment Questionnaire, Physical Activity Attitude Scale were used as data collection tools in the study. The study was carried out 1 week baseline and 4 weeks of intervention. While the students in the control group continued their daily lives, the students in the intervention group were provided with daily access to the gamification environment. The gamification environment was created by installing buddypress and gamipress plugins on the wordpress content management system. Items such as leaderboard, level, badge were used in the gamification environment and the number of steps of the students were converted into points. In the analysis of the data, Independent Samples t-Test and Two-Way Mixed ANOVA were used. Significant differences were found in favour of the experimental group at physical activity levels, F(1.47) = 59.701 p = .000, self-efficacy F(1.47) = 4.369 p = .042, enjoyment F(1.47) = 4.54 p = .038, self-confidence F(1.47) = 5.692 p = 0.021, autonomy F(1.47) = 4.437 p = .041, relatedness F(1.47) = 15,110 p = .000, intrinsic motivation F(1.47) = 4.453 p = .040 and amotivation F(1.47) = 4.353 p = .042. As a result, it can be said that gamification has a positive effect on students' PA behaviors.
Author
Yılmaz Yüksel
Institution
How to Cite
Yılmaz Yüksel (Doctorate thesis). Examining the effect of gamification on students' physical activity behaviors, 2022, Hacettepe University.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Hacettepe University
- Elementler ve insan doğası arasındaki uyuşmazlık: Ekofobi ve Rönesans İngiliz tiyatrosu(2018)
- Gençlerin ve Gençlik Çalışanlarının Gözünden Gençlik Politikaları ve Hizmetlerinin Değerlendirilmesi(2022)
- Characterization of Ayvalik (Edremit yaglik) extra virgin olive oils volatile compounds with SPME-GC/MS and Raman spectroscopy(2018)
- An analysis of the intonation patterns of if-clauses in Turkish English majors(2017)
- A critical evaluation of pronunciation teaching in an ELT department in Turkey(2023)
- The effect of child labor related boycott threat on Ivory Coast cocoa production(2018)
