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Analysis shows clear gender differences in gamification experience and fitness performance, indicating tailored approaches may enhance outcomes.
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.
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Gheorghe Adrian Onea (2025) studied this question.
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