Published on in Vol 13 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/65498, first published .
Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study

Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study

Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study

Authors of this article:

Yanan Gao1, 2 Author Orcid Image ;   Jinxi Zhang2 Author Orcid Image ;   Zhonghui He3 Author Orcid Image ;   Zhixiong Zhou2 Author Orcid Image

Journals

  1. Al‐Rousan A, Ayasrah M, Khasawneh M, Obeidat L, Obeidat S. AI‐Enhanced Gamification in Education: Developing and Validating a Scale for Measuring Engagement and Motivation Among Secondary School Students: Insights From the Network Analysis Perspective. European Journal of Education 2025;60(3) View
  2. Cui C, Yin J. Analysis of the exercise intention-behavior gap among college students using explainable machine learning. Frontiers in Public Health 2025;13 View
  3. Raimkulova A, Ybyraimzhanov K, Halmatov M, Mailybayeva G, Khaimuldanov Y. Pre-Service EFL Primary Teachers Adopting GenAI-Powered Game-Based Instruction: A Practicum Intervention. Education Sciences 2025;15(10):1326 View
  4. Patiño Barriga D, Vargas Sánchez A, Valdivia Vizarreta P. Deep Gamification and Artificial Intelligence as Catalysts of Educational Transformation. F1000Research 2025;14:1156 View