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The Relationship Between Gamification Experience, Fitness Performance and Physical Activity Patterns—Gender Differences

Bibliographic Data

ID22048669
AuthorsGheorghe Adrian Onea (0009-0004-4441-9791, Transylvania University of Brașov, corresponding author)
Year2025
Volume15
Issue12
Pages1651
Publication date2025-12-06
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15121651
OpenAlexW4417106839
LanguageEN
Citations received1
References cited48

Background: This study examined the relationship between gamification experience, fitness performance, and physical activity patterns according to gender. Methods: A total of 622 students aged 13–14 years (52.1% boys, 47.9% girls) completed a six-week gamified PE program via the Sworkit platform, integrating progress tracking, digital rewards, and challenge-based progression into three weekly instructor-led sessions. Fitness was measured pre- and post-intervention using the Youth Fitness International Test (YFIT) battery—BMI, 20 m shuttle run, handgrip strength, and standing long jump. Gamification experience was assessed with the Gamification User Experience Scale (GAMEX), and the Y-PATHS framework was applied to classify physical activity patterns. Results: Significant improvements were observed across all physical fitness indicators following the six-week gamified intervention. The largest gains occurred in the 20 m shuttle run (Δ = +4.3; F = 48.22; p

Aerobic exercise · Fitness test · Game play · Multi-stage fitness test · Physical activity · Physical activity level · Physical fitness · Children's Physical and Motor Development · Educational Games and Gamification · Obesity, Physical Activity, Diet

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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