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Article

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

by
Gheorghe Adrian Onea
Faculty of Physical Education and Mountain Sports, Transilvania University, 500068 Brasov, Romania
Educ. Sci. 2025, 15(12), 1651; https://doi.org/10.3390/educsci15121651 (registering DOI)
Submission received: 16 August 2025 / Revised: 3 December 2025 / Accepted: 3 December 2025 / Published: 6 December 2025

Abstract

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 < 0.001; η2 = 0.60) and handgrip strength (Δ = +2.6; F = 39.74; p < 0.001; η2 = 0.51), indicating substantial improvements in aerobic and muscular fitness. Standing long jump also showed notable progress (Δ = +7.7 cm; F = 35.12; p < 0.001; η2 = 0.48), while BMI decreased modestly but significantly (Δ = −0.3; F = 7.85; p < 0.001; η2 = 0.55). Overall, the ANOVA confirmed significant pre–post changes across all domains (p < 0.01; η2 = 0.41–0.62). Higher GAMEX scores correlated strongly with total fitness gains (r = 0.54; p < 0.001) and predicted performance improvement (R2 = 0.29). Conclusions: Gamified PE can enhance both fitness performance and physical activity patterns, with clear gender-specific trends. Integrating YFIT, GAMEX, and Y-PATHS offers a comprehensive framework for designing targeted, effective PE programs for adolescents.
Keywords: gamification; physical activity; Y-PATHS; YFIT—Youth Fitness International Test; GAMEX—Gamification User Experience Scale gamification; physical activity; Y-PATHS; YFIT—Youth Fitness International Test; GAMEX—Gamification User Experience Scale

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MDPI and ACS Style

Onea, G.A. The Relationship Between Gamification Experience, Fitness Performance and Physical Activity Patterns—Gender Differences. Educ. Sci. 2025, 15, 1651. https://doi.org/10.3390/educsci15121651

AMA Style

Onea GA. The Relationship Between Gamification Experience, Fitness Performance and Physical Activity Patterns—Gender Differences. Education Sciences. 2025; 15(12):1651. https://doi.org/10.3390/educsci15121651

Chicago/Turabian Style

Onea, Gheorghe Adrian. 2025. "The Relationship Between Gamification Experience, Fitness Performance and Physical Activity Patterns—Gender Differences" Education Sciences 15, no. 12: 1651. https://doi.org/10.3390/educsci15121651

APA Style

Onea, G. A. (2025). The Relationship Between Gamification Experience, Fitness Performance and Physical Activity Patterns—Gender Differences. Education Sciences, 15(12), 1651. https://doi.org/10.3390/educsci15121651

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