Physical ActivityGamificationNCT07653919
Mobile-Based Gamified Physical Activity in Secondary Education
A study testing Gamified Mobile Application and Physical Activity Program in people with Physical Activity and Exercise, run by Uludag University at 1 site in Turkey (Türkiye).
Trial summary
Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. Read more about this study
- Who is it for?
- Ages 11 to 12 years
- Conditions the study is for
- Physical Activity, Exercise, Gamification
- What is being tested?
- Gamified Mobile Application and Physical Activity Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 54 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 23 Feb 2026to 30 Oct 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 11 to 12 years
- All sexes
- No healthy volunteers
- Child
Who may be able to join
- Students in the 6th grade
- Not having participated in any regular, structured physical activity for approximately 6 months before the study period.
Who cannot join
- Anyone with a health problem
- Going to any sports club in the near future
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)1 site
Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University
Bursa, Nilüfer, 16120
About this study
Official title: The Effect of a Mobile-Based Gamified Physical Activity Programme on Physical Activity, Health-Related Physical Fitness, and Physical Literacy Levels in Secondary School Students: A Six-Month Longitudinal Study
Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. However, 81% of children worldwide, 58% of children in Turkey, and 80% of adolescents do not meet these recommendations. Physical inactivity increases the risk of cardiovascular disease, obesity, and metabolic disorders, causing millions of deaths each year. Therefore, school-based interventions offer an important opportunity to improve children's PA, health-related physical fitness, and physical literacy (3F) levels.
In recent years, the concept of physical literacy and mobile-based gamification applications have come to the fore. Gamification increases motivation and improves PA levels through elements such as points, badges, levels, and leaderboards. The literature indicates that gamified applications have positive effects on step count and exercise habits. However, research on physical fitness and literacy dimensions remains limited. In this context, the aim of the project is to examine the effects of a 12-week gamified mobile-based physical activity programme on 3F in secondary school students.
Read more
The research will be conducted with 54 students at a state secondary school in Bursa, and participants will be divided into three groups: the gamified experimental group (GE), the non-gamified experimental group (NG), and the control group (CG). The physical activity programme will consist of daily step targets and weekly exercises, and students will be monitored via the mobile application called 'Time to Move' and a portfolio notebook. The gamification group will use points, badges, levels and a leaderboard, and physical activity homework will also be assigned outside of school. The study will include pre-tests, post-tests and 12-week follow-up measurements.
The unique value of the project lies in fostering PA habits through a gamified mobile application, determining 3F levels and examining their effects on these levels, and ensuring the sustainable monitoring of a school-based programme with the support of a mobile application and portfolio. The main objective of the research is to support behavioural change in secondary school students, make PA a lifestyle, and foster healthy living habits in the long term.
- Conditions
- Physical Activity, Exercise, Gamification, Physical Fitness, Physical Literacy, School-based Programme
- Being tested
- Gamified Mobile Application, Physical Activity Program
- Keywords
- Physical Activity, Exercise, Gamification, Physical Fitness, Physical literacy, school-based programme, Secondary School Students, portfolio notebook
- Medical subject headings
- Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Mobile ApplicationBehavioural
Use of a gamified application designed to promote motivation, adherence, and engagement in a physical activity program (walking and exercise activities) during the 12-week intervention period.
Physical Activity ProgramBehavioural
The Physical Activity Program consists of a daily step goal and an exercise goal.
Step Goal: Walk daily for 12 weeks to achieve a predetermined step goal. Exercise Goal: Exercise program performed for at least 15-20 minutes on least three designated days per week for 12 weeks, in addition to daily walking.
| Study group | Role | What they receive |
|---|---|---|
| Control Group (CG) | No intervention | Participants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period. |
| Gamified Experimental Group (GEG) | Experimental | Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 15-20 minutes on least three days per week, and use a "Time To Move" gamified application to support walking and exercise activities. Receives: Behavioral: Gamified Mobile Application; Behavioral: Physical Activity Program |
| Non-gamified Experimental Group (NEG) | Experimental | Participants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 20-25 minutes on least three days per week. Receives: Behavioral: Physical Activity Program |
What is being measured
The primary outcome is the main question the study is designed to answer.
Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)
Change in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan).
Measured: Baseline to 12 weeks
Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook)
Change in adherence to the exercise goal in a physical activity program, as assessed using the Time To Move gamified mobile application and portfolio logbook, from baseline to 12 weeks.
Measured: Baseline to 12 weeks
Secondary outcomes (3)
CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)
Physical literacy level measured by CAPL-2 total score at baseline and post-intervention. The total CAPL-2 score ranges from 0 points (poor physical literacy) to 100 points (excellent physical literacy).
Measured: Baseline and 12 weeks
Physical Activity Questionnaire for Children (PAQ-C)
Physical activity level measured by Physical Activity Questionnaire for Children (PAQ-C) score. On the PAQ-C, a score of 5 indicates the highest level of physical activity, while a score of 1 indicates the lowest level of physical activity.
Measured: Baseline and 12 weeks
Health-Related Physical Fitness Measured by the FitnessGram Test Battery (Sit-Up Test, Push-Up Test, Trunk Lift Test, and Anthropometric Measurements)
Change in health-related physical fitness from baseline to 12 weeks, assessed using the FitnessGram Test Battery, including the Sit-Up Test (abdominal muscular endurance), Push-Up Test (upper body muscular endurance), Trunk Lift Test (trunk extensor strength and flexibility), and anthropometric measurements (e.g., body composition indicators).
Measured: Baseline and 12 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted17 Jun 2026
- Study start23 Feb 2026
- Primary completion30 Jun 2026 (estimated)
- Study completion30 Oct 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Physical ActivityStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Participants will be randomly assigned to one of three parallel groups: the gamified experimental group (GE), the non-gamified experimental group (NG), or the control group (CG). All intervention groups will be followed concurrently for 12 weeks.
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 54 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Uludag University
- Sponsor type
- University, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Responsible party
- Principal investigator, NİMET HAŞIL KORKMAZ, Uludag University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07653919
- Sponsor's protocol ID
- 2026-02
- Other IDs
- 325K162
- Acronym
- Gamification
- Status last verified
- Jun 2026
- First submitted
- 29 May 2026
- Last updated
- 17 Jun 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Ethical issues
Study at a glance
From the registry record, last updated by the sponsor on 17 Jun 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of a Mobile-Based Gamified Physical Activity Programme on Physical Activity, Health-Related Physical Fitness, and Physical Literacy Levels in Secondary School Students: A Six-Month Longitudinal Study
- ClinicalTrials.gov ID
- NCT07653919
- Acronym / sponsor ID
- Gamification / 2026-02
- Conditions
- Physical Activity, Exercise, Gamification, Physical Fitness, Physical Literacy, School-based Programme
- Keywords
- Physical Activity, Exercise, Gamification, Physical Fitness, Physical literacy, school-based programme, Secondary School Students, portfolio notebook
- Study type
- Interventional
- Recruitment status
- Enrolling by invitation
- Enrolment
- 54 participants (estimated)
- Lead sponsor
- Uludag UniversityUniversity, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Study start
- 23 Feb 2026 (actual)
- Primary completion
- 30 Jun 2026 (estimated)
- Study completion
- 30 Oct 2026 (estimated)
- First posted
- 17 Jun 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical activity per day. However, 81% of children worldwide, 58% of children in Turkey, and 80% of adolescents do not meet these recommendations. Physical inactivity increases the risk of cardiovascular disease, obesity, and metabolic disorders, causing millions of deaths each year. Therefore, school-based interventions offer an important opportunity to improve children's PA, health-related physical fitness, and physical literacy (3F) levels.
In recent years, the concept of physical literacy and mobile-based gamification applications have come to the fore. Gamification increases motivation and improves PA levels through elements such as points, badges, levels, and leaderboards. The literature indicates that gamified applications have positive effects on step count and exercise habits. However, research on physical fitness and literacy dimensions remains limited. In this context, the aim of the project is to examine the effects of a 12-week gamified mobile-based physical activity programme on 3F in secondary school students.
The research will be conducted with 54 students at a state secondary school in Bursa, and participants will be divided into three groups: the gamified experimental group (GE), the non-gamified experimental group (NG), and the control group (CG). The physical activity programme will consist of daily step targets and weekly exercises, and students will be monitored via the mobile application called 'Time to Move' and a portfolio notebook. The gamification group will use points, badges, levels and a leaderboard, and physical activity homework will also be assigned outside of school. The study will include pre-tests, post-tests and 12-week follow-up measurements.
The unique value of the project lies in fostering PA habits through a gamified mobile application, determining 3F levels and examining their effects on these levels, and ensuring the sustainable monitoring of a school-based programme with the support of a mobile application and portfolio. The main objective of the research is to support behavioural change in secondary school students, make PA a lifestyle, and foster healthy living habits in the long term.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 3
- Model description
- Participants will be randomly assigned to one of three parallel groups: the gamified experimental group (GE), the non-gamified experimental group (NG), or the control group (CG). All intervention groups will be followed concurrently for 12 weeks.
| Arm | Type | Receives |
|---|---|---|
| Control Group (CG) | No intervention | –Participants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period. |
| Gamified Experimental Group (GEG) | Experimental | Behavioral: Gamified Mobile Application, Behavioral: Physical Activity ProgramParticipants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 15-20 minutes on least three days per week, and use a "Time To Move" gamified application to support walking and exercise activities. |
| Non-gamified Experimental Group (NEG) | Experimental | Behavioral: Physical Activity ProgramParticipants will walk daily for 12 weeks to achieve a predetermined step goal, perform exercise program for at least 20-25 minutes on least three days per week. |
Who may qualify
- Ages
- 11 to 12 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child
Key inclusion criteria (2 listed)
- Students in the 6th grade
- Not having participated in any regular, structured physical activity for approximately 6 months before the study period.
Key exclusion criteria (2 listed)
- Anyone with a health problem
- Going to any sports club in the near future
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Gamified Mobile ApplicationUse of a gamified application designed to promote motivation, adherence, and engagement in a physical activity program (walking and exercise activities) during the 12-week intervention period. | Behavioural | Gamified Experimental Group (GEG) |
| Physical Activity ProgramThe Physical Activity Program consists of a daily step goal and an exercise goal. Step Goal: Walk daily for 12 weeks to achieve a predetermined step goal. Exercise Goal: Exercise program performed for at least 15-20 minutes on least three designated days per week for 12 weeks, in addition to daily walking. | Behavioural | Gamified Experimental Group (GEG), Non-gamified Experimental Group (NEG) |
Primary outcome
Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer)
Time frame: Baseline to 12 weeks
Change in average daily step count from baseline to 12 weeks, measured using the Yamax PW-610/611 Power Walker pedometer (Tokyo, Japan).
Exercise Goal (Exercise Goal Adherence Measured by the Time To Move Gamified Mobile Application and Portfolio Logbook)
Time frame: Baseline to 12 weeks
Change in adherence to the exercise goal in a physical activity program, as assessed using the Time To Move gamified mobile application and portfolio logbook, from baseline to 12 weeks.
3 secondary outcomes
CAPL-2 Physical Literacy Level (Canadian Assessment of Physical Literacy)
Time frame: Baseline and 12 weeks
Physical Activity Questionnaire for Children (PAQ-C)
Time frame: Baseline and 12 weeks
Health-Related Physical Fitness Measured by the FitnessGram Test Battery (Sit-Up Test, Push-Up Test, Trunk Lift Test, and Anthropometric Measurements)
Time frame: Baseline and 12 weeks
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 17 Jun 2026.
- Individual participant dataSharing planned: No. Ethical issues
Related trials for Physical Activity
RecruitingPhase 1
Imatinib to Increase RUNX1 Activity in Participants With Germline RUNX1 Deficiency
Inherited Bone Marrow Failure Syndrome, Familial Platelet Disorder With Predisposition to Myeloid Malignancies
Active, not recruitingObservational study
A Study to Learn About the Effectiveness of Etrasimod in People With Ulcerative Colitis
Colitis, Ulcerative
RecruitingPhase 2
Neurovascular Regulation During Exercise in Humans With Chronic Kidney Disease: Sympatholysis in CKD
Chronic Kidney Disease
Not yet recruiting
Combined Versus Multicomponent Training in People With Chronic Kidney Disease Stages 3a and 3b
Chronic Kidney Disease Stage 3A, Chronic Kidney Disease Stage 3B
Not yet recruitingObservational study
A Study of Fatigue, Itching and Daily Activities in People With Primary Biliary Cholangitis Starting Elafibranor
Primary Biliary Cholangitis (PBC)
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Gamified Mobile Application and Physical Activity Program in people with Physical Activity and Exercise, run by Uludag University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 2 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: enrolling by invitation, as of the sponsor's last update on 17 Jun 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Daily Step Goal (Daily Step Count Measured by Yamax PW-610/611 Power Walker Pedometer) (time frame: Baseline to 12 weeks). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 17 Jun 2026.