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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).

Enrolling by invitation

Enrolling by invitation. The study team selects and invites participants, usually from an existing group of patients.

Sites and contacts
Official record
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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
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

Other trials in Turkey (Türkiye)

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.

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 groups in NCT07653919
Study groupRoleWhat they receive
Control Group (CG)No interventionParticipants will not receive any structured physical activity intervention and will continue their usual daily lifestyle throughout the study period.
Gamified Experimental Group (GEG)ExperimentalParticipants 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)ExperimentalParticipants 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.

  1. 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

  2. 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)
  1. 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

  2. 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

  3. 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.

  1. First posted17 Jun 2026
  2. Study start23 Feb 2026
  3. Primary completion30 Jun 2026 (estimated)
  4. Study completion30 Oct 2026 (estimated)

Resources

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)
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

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.

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