The "STAR WARS: The First Jedi" Program-Effects of Gamification on Psychological Well-Being of College Students.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2023-10-19 DOI:10.1089/g4h.2023.0059
Carmen Navarro-Mateos, Jose Mora-Gonzalez, Isaac J Pérez-López
{"title":"The \"STAR WARS: The First Jedi\" Program-Effects of Gamification on Psychological Well-Being of College Students.","authors":"Carmen Navarro-Mateos, Jose Mora-Gonzalez, Isaac J Pérez-López","doi":"10.1089/g4h.2023.0059","DOIUrl":null,"url":null,"abstract":"<p><p><b><i>Background:</i></b> College students are particularly susceptible to developing mental health problems. Gamification can be a powerful teaching strategy to favor motivation and behavioral changes for the improvement of psychological well-being. <b><i>Purpose:</i></b> To analyze the effect of a 14-week gamification-based physical education teaching program on psychological well-being of college students. <b><i>Materials and Methods:</i></b> A total of 112 college students (21.22 ± 2.55 years) were recruited and assigned to a gamification-based group or a control group. The intervention group participated in a gamification-based program under the framework of \"STAR WARS\" science fiction sage. Participants from this group used a mobile app with a countdown timer and the way for them to gain lifetime was by doing physical activity (PA) and formative challenges. The control group did not experience the gamification approach itself as their classes were based on traditional methodology. They were asked to maintain their usual lifestyle and were not required to do PA. Emotional intelligence, personal initiative, entrepreneurial attitude, resilience, and self-efficacy were self-reported. <b><i>Results:</i></b> The gamification-based group showed a significantly higher improvement of emotional intelligence (<i>P</i> ≤ 0.006), personal initiative (<i>P</i> ≤ 0.033), entrepreneurial attitude (<i>P</i> < 0.001), resilience (<i>P</i> = 0.002), and self-efficacy (<i>P</i> < 0.001), compared with the control group. Overall effect sizes were of medium magnitude for emotional intelligence and personal initiative, large magnitude for entrepreneurial attitude, and small magnitude for resilience and self-efficacy. <b><i>Conclusion:</i></b> Gamification and the use of mobile apps may become powerful teaching strategies to motivate college students toward healthier lifestyle behaviors that have psychological well-being benefits.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"65-74"},"PeriodicalIF":2.2000,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2023.0059","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/10/19 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

Abstract

Background: College students are particularly susceptible to developing mental health problems. Gamification can be a powerful teaching strategy to favor motivation and behavioral changes for the improvement of psychological well-being. Purpose: To analyze the effect of a 14-week gamification-based physical education teaching program on psychological well-being of college students. Materials and Methods: A total of 112 college students (21.22 ± 2.55 years) were recruited and assigned to a gamification-based group or a control group. The intervention group participated in a gamification-based program under the framework of "STAR WARS" science fiction sage. Participants from this group used a mobile app with a countdown timer and the way for them to gain lifetime was by doing physical activity (PA) and formative challenges. The control group did not experience the gamification approach itself as their classes were based on traditional methodology. They were asked to maintain their usual lifestyle and were not required to do PA. Emotional intelligence, personal initiative, entrepreneurial attitude, resilience, and self-efficacy were self-reported. Results: The gamification-based group showed a significantly higher improvement of emotional intelligence (P ≤ 0.006), personal initiative (P ≤ 0.033), entrepreneurial attitude (P < 0.001), resilience (P = 0.002), and self-efficacy (P < 0.001), compared with the control group. Overall effect sizes were of medium magnitude for emotional intelligence and personal initiative, large magnitude for entrepreneurial attitude, and small magnitude for resilience and self-efficacy. Conclusion: Gamification and the use of mobile apps may become powerful teaching strategies to motivate college students toward healthier lifestyle behaviors that have psychological well-being benefits.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
“星球大战:第一个绝地武士”计划。游戏化对大学生心理健康的影响。
背景:大学生特别容易出现心理健康问题。游戏化可以成为一种强大的教学策略,有利于动机和行为的改变,以改善心理健康。目的:分析为期14周的游戏化体育教学对大学生心理健康的影响。材料和方法:共有112名大学生(21.22 ± 2.55岁)被招募并分配到基于游戏化的组或对照组。干预小组在“星球大战”科幻圣人的框架下参与了一个基于游戏化的项目。该小组的参与者使用了一个带有倒计时计时器的移动应用程序,他们获得生命的方式是进行体育活动(PA)和形成性挑战。对照组没有体验到游戏化方法本身,因为他们的课程是基于传统方法论的。他们被要求保持正常的生活方式,不需要做PA。情商、个人主动性、创业态度、韧性和自我效能都是自我报告的。结果:游戏化组的情绪智力有显著提高(P ≤ 0.006),个人主动性(P ≤ 0.033),创业态度(P P = 0.002)和自我效能感(P 结论:游戏化和使用手机应用程序可能成为激励大学生采取更健康的生活方式的有力教学策略,这些行为对心理健康有益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
期刊最新文献
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness. Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review. Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise. A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial. Natural Course and Predictors of Sustained Exergaming in Young Adults.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1