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스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial

  • 투고 : 2019.12.31
  • 심사 : 2020.02.20
  • 발행 : 2020.02.28

초록

본 연구는 대학생 집단을 대상으로 스마트폰 기반으로 상용화된 걷기 어플리케이션(이하 앱)의 효과성을 무선통제연구방법을 통해 검증하는 것을 목적으로 한다. 본 연구에서는 3개의 상용화된 앱(금전적 보상 앱, 목표설정과 피드백 앱, 게임형 앱)을 선정하고, 자기관찰집단을 통제집단으로 구성하였다. 총 66명의 대학생 참가자가 4개 집단에 무선할당되었고, 실험참가를 완료한 45명의 자료가 분석에 포함되었다. 종속변인은 기저선 및 8주 차에 수집된 걸음수, 실험 전후에 자기보고를 통해 측정한 학업빈도, 계획 완수 빈도, 걷기 활동량 점수, 앱 사용 첫째 주와 마지막 주(8주차)에 자기보고를 통해 수집된 앱 사용량 및 앱 만족도 점수였다. 반복측정변량분석 결과, 걸음수 및 계획 완수 빈도, 걷기 활동량 점수에서 시간에 따른 변화와 집단 간 상호작용이 유의하였고, 앱 사용량 점수에서는 주효과만 유의하였다. 목표설정-피드백 앱 집단과 게임형 앱 집단은 걸음 수와 계획 완수 빈도에서 일관된 증진을 보였다. 본 연구는 상용화된 걷기 앱에 대한 첫 효과성 검증연구로서, 행동주의이론이 모바일 헬스(mHealth) 영역에 체계적으로 활용될 수 있음을 시사한다.

This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.

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참고문헌

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