Adaptive Gamified Wearables in University Physical Education: Effects on Physical Literacy, Motivation, and Well-Being in a Cluster Randomised Controlled Trial/Prilagodljivi igrificirani uređaji za nošenje u sveučilišnom kolegiju Tjelesne i zdravstvene kulture: učinci na tjelesnu pismenost, motivaciju i dobrobit u randomiziranome kontroliranom istraživanju

Authors

  • Zhendong Yu East China Jiaotong University, School of Physical Education and Health Author
  • Jianan Dang Nanchang University, School of Physical Education Author

DOI:

https://doi.org/10.15516/cje.v28i2.41347

Keywords:

digital behaviour change, gamified physical education, self-determined motivation, university health promotion, wearable technology

Abstract

Abstract

The present study examined whether an adaptive gamified programme built around fitness trackers improves physical literacy and related psychological outcomes more than standard gamification or tracker-only monitoring at Chinese universities. A semester-long cluster randomised controlled trial was conducted with 248 undergraduate students in six groups allocated to three intervention types: adaptive gamification with personalised, recovery-sensitive goals and reflection, standard gamification with fixed goals, and a control intervention with trackers and reflection only. Physical literacy, motivation, well-being, and activity were assessed at baseline, post-intervention, and follow-up using questionnaires and the data from the used devices. Perceived physical literacy was pre-specified as the primary outcome. Because randomisation occurred at the student group level (six clusters), confirmatory inference relied on linear mixed-effects models with random intercepts for students’ groups and individual students, and cluster-robust standard errors with the correction of degrees of freedom due to a small sample; repeated ANOVA and paired comparisons were reported as descriptive/supporting analyses. Correlation analyses and exploratory mediation models were used to probe potential behavioural pathways, and interviews/reflections were thematically coded. In the cluster-adjusted primary model, the adaptive group showed a larger post-intervention gain in perceived physical literacy than the control group (B = 0.49, robust SE = 0.09, p = .003), and this advantage remained evident at follow-up (B = 0.49, robust SE = 0.10, p = .004). The findings indicate that embedding trackers in a theoretically grounded, adaptive learning design can meaningfully strengthen students’ capacity and willingness to lead active lives, and they offer scalable design principles for university-based health promotion.

Key words: digital behaviour change; gamified physical education; self-determined motivation; university health promotion; wearable technology

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Sažetak

Ova studija provedena je na kineskim sveučilištima, a ispitala je poboljšava li prilagodljivi igrificirani program temeljen na uređajima za praćenje aktivnosti tjelesnu pismenost i povezane psihološke ishode u većoj mjeri nego standardna igrifikacija ili praćenja isključivo putem pametnih satova. Randomizirano kontrolirano istraživanje trajalo je jedan semestar i provedeno je s 248 dodiplomskih studenata u šest skupina prema tri modela: prilagodljiva igrifikacija s personaliziranim ciljevima usmjerenima na oporavak i refleksiju, standardna igrifikacija s fiksnim ciljevima i kontrolni model provedbe koji je uključivao samo naprave za praćenje i refleksiju. Fizička pismenost, motivacija, dobrobit i aktivnost procjenjivani su na početku, nakon intervencije i pri praćenju pomoću upitnika i podataka s korištenih uređaja. Percepcija tjelesne pismenosti unaprijed je definirana kao primarni ishod. Budući da je randomizacija provedena na razini šest studentskih skupina, potvrdni je zaključak temeljen na linearnim mješovitim modelima s nasumičnim presjekom za skupinu studenata i pojedinoga studenta te klaster-robusnim standardnim pogreškama s korekcijom stupnjeva slobode zbog maloga uzorka, ANOVA i usporedbe parova ponovljeni su kao deskriptivne/pomoćne analize. Analize korelacije i istraživački modeli posredovanja korišteni su za ispitivanje potencijalnih ponašanja, a intervjui, tj. refleksije, tematski su kodirani. U primarnome modelu prilagođenom skupinama, adaptivna skupina pokazala je veći postintervencijski dobitak u percipiranoj tjelesnoj pismenosti od kontrolne skupine (B = 0,49, robusni SE = 0,09, p = 0,003), a ta je prednost ostala vidljiva i pri praćenju (B = 0,49, robusni SE = 0,10, p = 0,004). Rezultati pokazuju da ugradnja uređaja za praćenje u teorijski utemeljen dizajn prilagodljivoga učenja može značajno ojačati sposobnost i spremnost studenata da vode aktivan život te nudi mjerljive principe dizajna za promicanje zdravlja na sveučilištu.

Ključne riječi: igrificirano tjelesno obrazovanje; motivacija samoodređenja; nosiva tehnologija; promicanje zdravlja na sveučilištu; promjena digitalnoga ponašanja

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Published

25-06-2026

Issue

Section

Basic Educational Sciences / Temeljne odgojno obrazovne znanosti