Publication:
Analyzing the keys to the design of a mobile application for physical activity for school and out-of-school use from the perspective of adolescents, teachers, coaches, managers, and experts

dc.contributor.authorMateo Orcajada, Adrián
dc.contributor.authorAbenza Cano, Lucía
dc.contributor.authorLópez Miñarro, Pedro Ángel
dc.contributor.authorMeroño, Lourdes
dc.contributor.authorGallardo Guerrero, Ana María
dc.contributor.authorMorales Belando, María de la Trinidad
dc.contributor.authorGonzález Gálvez, Noelia
dc.contributor.authorEspeso García, Alejandro
dc.contributor.authorAbelleira Lamela, Tomás
dc.contributor.authorGómez Cuesta, Nereaf
dc.contributor.authorGarcía Vélez, Antonio Joaquín
dc.contributor.authorAlbaladejo Saura, Mario
dc.contributor.authorAlbaladejo Saura, Mario
dc.contributor.authorEsparza Ros, Francisco
dc.contributor.authorVaquero Cristóbal, Raquel
dc.contributor.departmentExpresión Plástica, Musical y Dinámica
dc.date.accessioned2026-01-19T12:21:18Z
dc.date.available2026-01-19T12:21:18Z
dc.date.copyright© 2025 Mateo-Orcajada et al.
dc.date.issued2025-05-07
dc.description.abstractNo previous research has analyzed the opinion of adolescents, teachers, coaches, managers, and mobile app experts, on the usefulness and functionality of mobile apps for use by adolescents. For this reason, the objectives of this research were: to discover their opinion about the physical activity apps currently available; and to determine the elements and characteristics that they consider most relevant to find in a physical activity app that can be used for a longer period of time. Eight focus groups were carried out in which a total of 38 adolescents (mean age: 13.74 ± 1.24 years old), 29 teachers, coaches, and managers (mean age: 35.27 ± 2.81 years old), and 10 experts (mean age: 43.18 ± 4.22 years old) participated. The most relevant results regarding the apps available include limitations in their functionality and design, as well as in the information provided and the requirements, which means that they are not designed exclusively for adolescents. Regarding the demands for a specific app for adolescents, the participants highlighted gamification as the main element, as it is key to user engagement, as well as the possibility of recording physical activity along with other healthy habits. Challenges, competitions or the possibility of observing progress should also be present in the application as they also influence user engagement and motivation. Adolescents also highlighted a multimedia section, privacy and rewards, while for professionals the inclusion of feedback, the facilitation of work and a fast interface for use in the school environment were key.
dc.formatapplication/pdf
dc.format.extent23
dc.identifier.citationPLoS One, 2025, Vol. 20, Issue 5 : e0322074.
dc.identifier.doihttps://doi.org/10.1371/journal.pone.0322074
dc.identifier.issn1932-6203
dc.identifier.urihttp://hdl.handle.net/10201/188489
dc.languageeng
dc.publisherPublic Library of Science
dc.relationThis research has been financed by grants for knowledge generation projects (Title: fomento de la actividad física diaria recomendada para la salud en adolescentes mediante apps móviles, wearables y una tac gamificada / Call: 2022 / reference code: PID2022-140245OA-I00).
dc.relation.publisherversionhttps://journals.plos.org/plosone/article?id=10.1371/journal.pone.0322074
dc.rightsAttribution 4.0 International*
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subject.odsObjetivo 3: Salud
dc.titleAnalyzing the keys to the design of a mobile application for physical activity for school and out-of-school use from the perspective of adolescents, teachers, coaches, managers, and experts
dc.typeinfo:eu-repo/semantics/annotation
dc.type.versioninfo:eu-repo/semantics/publishedVersion
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