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Increasing Physical Activity in Adul...
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Mooney, Michele.
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Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System./
Author:
Mooney, Michele.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2022,
Description:
147 p.
Notes:
Source: Dissertations Abstracts International, Volume: 84-05, Section: B.
Contained By:
Dissertations Abstracts International84-05B.
Subject:
Behavioral sciences. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29394506
ISBN:
9798351452128
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
Mooney, Michele.
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
- Ann Arbor : ProQuest Dissertations & Theses, 2022 - 147 p.
Source: Dissertations Abstracts International, Volume: 84-05, Section: B.
Thesis (Ph.D.)--Capella University, 2022.
This item must not be sold to any third party vendors.
Low levels of physical activity in adulthood have been correlated with increased health-related issues such as Type 2 diabetes, heart disease, obesity, and early death. It is recommended that adults aged 18-64 engage in at least 150 minutes of physical activity per week to decrease health issues. Recent research has indicated that only 14% of adults with intellectual disabilities engage in daily physical activity. Applied behavior analysis focuses on the use of reinforcement to increase occurrences of future behavior. Gamification relies on levels, points, and individualized goals to change behavior using operant behavior theory. Gamification techniques have been shown to increase physical activity in individuals without intellectual disabilities and positively impact the quality of life for individuals without intellectual disabilities. There is limited research on gamification techniques to increase physical activity in adults with intellectual disabilities. This research aimed to answer the following research question: What are the effects of a gamification system on physical activity in adults with intellectual disabilities? A changing criterion design with an embedded reversal investigated a gamification system on physical activity with four adults with intellectual disabilities. Visual analysis of the data indicated that all four adults increased physical activity levels during the intervention phases, but the specific variable responsible for this increase cannot be determined. A social validity assessment given to both research participants and staff supporting the research participants found high satisfaction with the use of wearable devices to track physical activity and their participation in the research. Future research should focus on the use of gamification in other areas of support for adults with intellectual disabilities, as well as the identification of specific behavioral principles within gamification that can positively affect behavior change.
ISBN: 9798351452128Subjects--Topical Terms:
529833
Behavioral sciences.
Subjects--Index Terms:
Adults
Increasing Physical Activity in Adults with Intellectual Disabilities Using a Gamification System.
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Low levels of physical activity in adulthood have been correlated with increased health-related issues such as Type 2 diabetes, heart disease, obesity, and early death. It is recommended that adults aged 18-64 engage in at least 150 minutes of physical activity per week to decrease health issues. Recent research has indicated that only 14% of adults with intellectual disabilities engage in daily physical activity. Applied behavior analysis focuses on the use of reinforcement to increase occurrences of future behavior. Gamification relies on levels, points, and individualized goals to change behavior using operant behavior theory. Gamification techniques have been shown to increase physical activity in individuals without intellectual disabilities and positively impact the quality of life for individuals without intellectual disabilities. There is limited research on gamification techniques to increase physical activity in adults with intellectual disabilities. This research aimed to answer the following research question: What are the effects of a gamification system on physical activity in adults with intellectual disabilities? A changing criterion design with an embedded reversal investigated a gamification system on physical activity with four adults with intellectual disabilities. Visual analysis of the data indicated that all four adults increased physical activity levels during the intervention phases, but the specific variable responsible for this increase cannot be determined. A social validity assessment given to both research participants and staff supporting the research participants found high satisfaction with the use of wearable devices to track physical activity and their participation in the research. Future research should focus on the use of gamification in other areas of support for adults with intellectual disabilities, as well as the identification of specific behavioral principles within gamification that can positively affect behavior change.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29394506
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