{"title":"Using Team Supports and Gamified Web-Based Approaches to Attain Recommended Levels of Physical Activity Among International Indonesian Students","authors":"Y. Wijaya, F. X. Widiantoro","doi":"10.24990/INJEC.V3I2.214","DOIUrl":null,"url":null,"abstract":"Introduction: The interactive web-based, blended with tri-axial accelerometer by smartphone Apps, have the potential to help university students adopt and maintain a physically active lifestyle.The purposes of this text was to evaluated a gamification base for International Indonesia students to determine the impacts of a program building with psychosocial base to increase the exercise efficacy to attain a recommended level of physical activity. Methods: A non-equivalent control group with pre and posttest design conducted in 86-Indonesian international students with a time cluster randomize to avoid information contamination between groups. The intervention group received a Social Cognitive Theory skill-building by web-based game with team competition for 10-week program. Outcomes include physical activity, health outcomes, and cardiopulmonary fitness. ANCOVA and McNemar X2 test was adopted to test pre- and post-outcome effects. Results: The intervention group recorded more steps/day than those in the control (p <0.001, eta = 0.522), more distance (p <0.001, eta = 0.521), greater calories consumption (p <0.001, eta = 0.419), more longer (time) (p <0.001, eta = 0.217), more physical fitness (p <0.001, eta = 0.168), lower body weight (p <0.002, eta = 0.131), lower BMI (p <0.001, eta = 0.149), and lower systolic blood pressure (p <0.007, eta = 0.103). Conclusions: Web-based game with group competition programs can successfully increase physical activity among international university students.The results could serve as a good approach for health professionals to design an effective program toachieve recommended levels of physical activity and the physical fitness.","PeriodicalId":431220,"journal":{"name":"INDONESIAN NURSING JOURNAL OF EDUCATION AND CLINIC (INJEC)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"INDONESIAN NURSING JOURNAL OF EDUCATION AND CLINIC (INJEC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24990/INJEC.V3I2.214","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Introduction: The interactive web-based, blended with tri-axial accelerometer by smartphone Apps, have the potential to help university students adopt and maintain a physically active lifestyle.The purposes of this text was to evaluated a gamification base for International Indonesia students to determine the impacts of a program building with psychosocial base to increase the exercise efficacy to attain a recommended level of physical activity. Methods: A non-equivalent control group with pre and posttest design conducted in 86-Indonesian international students with a time cluster randomize to avoid information contamination between groups. The intervention group received a Social Cognitive Theory skill-building by web-based game with team competition for 10-week program. Outcomes include physical activity, health outcomes, and cardiopulmonary fitness. ANCOVA and McNemar X2 test was adopted to test pre- and post-outcome effects. Results: The intervention group recorded more steps/day than those in the control (p <0.001, eta = 0.522), more distance (p <0.001, eta = 0.521), greater calories consumption (p <0.001, eta = 0.419), more longer (time) (p <0.001, eta = 0.217), more physical fitness (p <0.001, eta = 0.168), lower body weight (p <0.002, eta = 0.131), lower BMI (p <0.001, eta = 0.149), and lower systolic blood pressure (p <0.007, eta = 0.103). Conclusions: Web-based game with group competition programs can successfully increase physical activity among international university students.The results could serve as a good approach for health professionals to design an effective program toachieve recommended levels of physical activity and the physical fitness.
导读:通过智能手机应用程序将交互式网络与三轴加速度计相结合,有可能帮助大学生采用并保持积极的生活方式。本文的目的是评估国际印度尼西亚学生的游戏化基础,以确定一个具有社会心理基础的项目建设的影响,以提高运动功效,达到推荐的身体活动水平。方法:以86名印尼留学生为研究对象,采用前后测试设计,随机分组,以避免组间信息污染。干预组接受为期10周的社会认知理论技能培养项目。结果包括身体活动、健康结果和心肺健康。采用ANCOVA和McNemar X2检验检测前后效果。结果:干预组每天的步数比对照组多(p <0.001, eta = 0.522),运动距离多(p <0.001, eta = 0.521),热量消耗多(p <0.001, eta = 0.419),运动时间长(p <0.001, eta = 0.217),身体素质高(p <0.001, eta = 0.168),体重低(p <0.002, eta = 0.131), BMI低(p <0.001, eta = 0.149),收缩压低(p <0.007, eta = 0.103)。结论:网络游戏配合小组竞赛项目能够有效增加国际大学生的体育活动。研究结果可以为卫生专业人员提供一个很好的方法来设计一个有效的计划,以达到推荐的身体活动水平和身体健康。