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.
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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
SINGLE
Enrollment
180
Participants allocated to the Health game intervention group get to use the health game during the four week intervention period and participants are allowed to use it on their free time.
Participants allocated to the Sport and fitness application intervention group get to use the sport and fitness application during the four week intervention period and participants are allowed to use it on their free time.
Primary schools (n=2)
Turku, Southwest Finland, Finland
RECRUITINGChange in Physical activity behavior
Physical activity behavior is tracked with Actigraph wGT3X-BT accelerometer during one week period
Time frame: at baseline during one week period and at 4 weeks during one week period
Change in Physical activity self-efficacy
Measured with Physical Activity Self-Efficacy Scale (PASES), a 8-item 5-point Likert-scale.
Time frame: At baseline and at 4 weeks
Actual use of the intervention
Actual use of the intervention is tracked with log files
Time frame: During the four week intervention
Usability of the intervention
Measured with System Usability Scale (SUS), a 10-item 5-point Likert-scale
Time frame: At 4 weeks
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