The impact of the ‘Beat the Street’ physical activity intervention on active travel to school in Ireland
ISPAH ePoster Library. Kuczynska A. Oct 15, 2018; 225386; 280
Ms. Aneta Kuczynska
Ms. Aneta Kuczynska
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Abstract
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Abstract Introduction:<\b>
Levels of active travel to school are very low in Ireland. Gamification may be an effective approach to increasing walking and cycling in schoolchildren. 'Beat the Street' is a real-life walking and cycling game where users accumulate points using swipe card technology. The main purpose of this study was to measure the impact of this gamification physical activity intervention on the mode of travel to school. Methods:<\b>
The intervention ran for 7 weeks commencing in October 2017 in 16 primary schools in Waterford City, Ireland. Seasonally matched repeat cross-sectional surveys were collected in all intervention schools and at two control schools at baseline (November 2016) and follow-up (November 2017). Results:<\b>
A total of 1289 (n = 1166, intervention; n = 123, control) and 1293 (n =1191, intervention; n = 102, control) school-children (10.90 ±0.715) completed self-report surveys at baseline and follow-up, respectively. There was no change in active travel to school, however, there was a trend towards change, albeit modest, in the proportion that actively traveled home from school. There was a 5% increase in active travel home from school in the intervention group. This represented an absolute increase of 10% compared with the control group (CI -3.64, 23.82).Discussion: Gamification may be an effective approach to increase walking and cycling home from school in primary school children. To augment the intervention effect, gamification projects should be combined with a broader suite of intervention measures that address infrastructure provision and car restriction measures
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