Aumento da Atividade Física Por Gamificação em Estudantes Brasileiros do Ensino Médio: Um Estudo Piloto
Por Eduardo Lucia Caputo (Autor), Natan Feter (Autor), Ricardo Alt (Autor), Alysson Nogueira Rodrigues (Autor), Samuel de Carvalho Dumith (Autor), Marcelo Cozzensa da Silva (Autor).
Em Revista Brasileira de Atividade Física & Saúde - RBAFS v. 26, n 1, 2021.
Resumo
Este estudo piloto teve como objetivo avaliar a eficácia de uma intervenção baseada em gamificação nos níveis de atividade física de alunos do ensino médio. Este estudo quase-experimental foi realizado em duas escolas federais de ensino médio no sul do Brasil. Uma turma de cada escola foi selecionada para ser um grupo de intervenção (INT) ou controle (CON). A duração do experimento foi de duas semanas, e ambos os grupos baixaram o aplicativo My Active Life. Os participantes do grupo INT (n = 69) receberam alertas diários no app com mensagens de incentivo à prática de atividade física. Eles também receberam uma pontuação com base no percentual de meta alcançada. O grupo CON (n = 35) só teve acesso ao número total de passos por dia. O grupo INT apresentou menor diminuição da atividade física na escola em comparação ao grupo CON (p = 0,024). Nenhum efeito da intervenção foi observado na atividade física fora da escola (p = 0,911). A intervenção baseada na gamificação evitou uma diminuição da atividade física na escola entre meninos (F = 10,680; p = 0,004), alunos na primeira metade do ensino médio (F = 12,668; p = 0,002) e índice de massa corporal adequado (F = 4,640; p = 0,037), e com menor percepção de barreiras à atividade física (F = 5,437; p = 0,024). Embora não tenhamos observado aumento da atividade física na escola, a intervenção baseada na gamificação pode atenuar sua diminuição entre os adolescentes.
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