This pragmatic study will determine the effectiveness of two popular “off-the-shelf” apps as a stand-alone instrument for improving fitness and physical activity among young people. Discussionĭespite the proliferation of commercially available smartphone applications, there is a dearth of empirical evidence to support their effectiveness on the targeted health behavior. Analysis using intention to treat principles will be performed using regression models. Secondary outcomes are physical activity levels, self-efficacy, enjoyment, psychological need satisfaction, and acceptability and usability of the apps. The primary outcome is cardiorespiratory fitness, assessed as time to complete the one mile run/walk test at 8 weeks. Data are collected at baseline and 8 weeks. Both smartphone apps consist of an eight-week training program designed to improve fitness and ability to run 5 km, however, the immersive app features a game-themed design and adds a narrative. Fifty-one eligible young people aged 14–17 years will be randomized to one of three conditions: 1) use of an immersive smartphone app, 2) use of a non-immersive app, or 3) usual behavior (control). Methods/DesignĪ three-arm, parallel, randomized controlled trial will be conducted in Auckland, New Zealand. The primary aim of the Apps for IMproving FITness (AIMFIT) trial is to evaluate the effectiveness of two popular “off-the-shelf” smartphone apps for improving cardiorespiratory fitness in young people. Common interactive technologies such as smartphones, particularly employing immersive features, may enhance the appeal and delivery of interventions to increase levels of physical activity in young people. There is an age-related decline in physical activity levels in young people, which tracks into adulthood. Physical activity is a modifiable behavior related to many preventable non-communicable diseases.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |