Fitness Odyssey: The Development of a Fitness Application for Gamifying Habit-forming Activities that Improve the Physical Health of Grade 12 Students
Document Types
Paper Presentation
School Name
De La Salle University Integrated School (Laguna)
Track or Strand
Science, Technology, Engineering, and Mathematics (STEM)
Research Advisor (Last Name, First Name, Middle Initial)
Torres, Myrla, D.
Start Date
23-6-2025 1:30 PM
End Date
23-6-2025 3:00 PM
Zoom Link/ Room Assignment
EKR 404
Abstract/Executive Summary
The increasing prevalence of sedentary behavior among adolescents, inadvertently from the rapid integration of technology in day-to-day lives, raises concerns about the physical health of modern lifestyles. As teenagers and students spend more time on their phones, there is an urgent need to reframe digital tools as a solution for inactivity. This study aims to develop and evaluate Fitness Odyssey, a fitness application that gamifies physical activities, making them more engaging and rewarding for adolescents. The application tracks six primary exercises—walking, push-ups, sit-ups, squats, jumping jacks, and lunges—using a mobile phone’s accelerometer, developed with the Godot software engine. The research employs a quantitative approach, including a 14-day in-house test, to investigate tracking accuracy and participants' motivational trends and behavioral responses through inferential and descriptive statistics, with results collected through logs from the application. Results show high tracking accuracy of 96.97% and a mean absolute percentage error of 7.58% with discrepancies caused by differing body compositions and exercise techniques. Additionally, engagement analysis reveals a peak on the fifth day followed by a decline, suggesting that gamification boosts short-term motivation, but long-term engagement may require additional strategies to sustain it.
Keywords
health; motivation; gamification; physical activity; fitness application
Research Theme (for Paper Presentation and Poster Presentation submissions only)
Computer and Software Technology, and Robotics (CSR)
Initial Consent for Publication
yes
Statement of Originality
yes
Fitness Odyssey: The Development of a Fitness Application for Gamifying Habit-forming Activities that Improve the Physical Health of Grade 12 Students
The increasing prevalence of sedentary behavior among adolescents, inadvertently from the rapid integration of technology in day-to-day lives, raises concerns about the physical health of modern lifestyles. As teenagers and students spend more time on their phones, there is an urgent need to reframe digital tools as a solution for inactivity. This study aims to develop and evaluate Fitness Odyssey, a fitness application that gamifies physical activities, making them more engaging and rewarding for adolescents. The application tracks six primary exercises—walking, push-ups, sit-ups, squats, jumping jacks, and lunges—using a mobile phone’s accelerometer, developed with the Godot software engine. The research employs a quantitative approach, including a 14-day in-house test, to investigate tracking accuracy and participants' motivational trends and behavioral responses through inferential and descriptive statistics, with results collected through logs from the application. Results show high tracking accuracy of 96.97% and a mean absolute percentage error of 7.58% with discrepancies caused by differing body compositions and exercise techniques. Additionally, engagement analysis reveals a peak on the fifth day followed by a decline, suggesting that gamification boosts short-term motivation, but long-term engagement may require additional strategies to sustain it.
https://animorepository.dlsu.edu.ph/conf_shsrescon/2025/paper_csr/1