Answers are grounded in this paper and cite their sources.
Quasi-experimental analysis shows Strava improved commitment and activity in university students, indicating gamification's role in health promotion.
Objective: This study examines the effect of the Strava application, a GPS-based fitness platform, on university students’ consistency and commitment to physical activity. It explores whether digital tracking and gamification features can encourage sustained engagement in exercise. Theoretical Framework: The research draws on self-monitoring and gamification theories, emphasizing how digital tools sustain motivation, accountability, and social interaction in promoting health behavior change. Methods: A quasi-experimental design involved 150 Universitas Negeri Surabaya students using Strava for six weeks. Activity frequency, duration, and distance were recorded before and after the intervention, with paired-sample t-tests used for analysis. Results and Discussion: All indicators improved significantly: weekly frequency rose from 1.8 to 3.6 sessions, duration from 22.4 to 45.6 minutes, and distance from 1.7 km to 3.2 km. Commitment, measured through challenges and group participation, increased by over 200%. These results show Strava’s effectiveness in combining self-monitoring and gamification to boost consistent activity. Research Implication: Digital fitness apps like Strava can be integrated into university health programs, combining self-tracking and interactive features to design effective student wellness initiatives. Originality/Value: This study is among the first to test Strava in an Indonesian higher education context, offering insights on how gamified digital platforms enhance student commitment and support technology-based health promotion.
No takes yet. Share an insight, caveat, or question.
Ristanto et al. (2025) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: