Gabriel P. DellaVecchia
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Gabriel P. DellaVecchia has a total of 3 co-authors. Here are the top co-authors by number of shared publications:
- Lexie R. Beemer
School of Kinesiology University of Michigan Ann Arbor Michigan USA
1 shared publication - Rebecca E. Hasson
School of Kinesiology, University of Michigan, Ann Arbor, MI, USA
1 shared publication - Tiwaloluwa A. Ajibewa
Northwestern University Feinberg School of Medicine, Chicago, USA
1 shared publication
Latest Publications
- Open Access
- 18 October 2022
- Published by Wiley in The Reading Teacher
- Vol. 76 (3) , 333-338
Not Policies. People
- 18 October 2022
- Published by Wiley in The Reading Teacher
- Vol. 76 (3) , 333-338
Open AccessNot Policies. People
- 29 September 2022
- Published by Springer Nature
- p. 11-60
Retention in Grade and Third-Grade “Trigger” Laws: History, Politics, and Pitfalls
- 29 September 2022
- Published by Springer Nature
- p. 11-60
Retention in Grade and Third-Grade “Trigger” Laws: History, Politics, and Pitfalls
- Open Access
- 24 October 2019
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 16 (21) , 4082
A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks
The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through sixth-grade classrooms (n = 292 students) in one elementary-middle school in Detroit, Michigan (49% female, 95% nonwhite; 80% qualified for free/reduced lunch) participated in this 20-week intervention where teachers implemented 5 × 4 min moderate-to-vigorous activity breaks per day. Gamification of activity breaks occurred during weeks 13–20 of the intervention and included the use of game design elements and classroom goals for activity break intensity. Moderate-to-vigorous physical activity (MVPA) during activity breaks was measured via direct observation. There was a significant effect of intervention with a 27% increase in student MVPA participation during the gamified intervention weeks compared with the standard intervention weeks (p = 0.03). Gamification of activity breaks resulted in 55% (compared with 25% during the standard intervention) of students accumulating approximately 20 min of health-enhancing physical activity per day in their classroom. These findings provide preliminary evidence that gamifying activity breaks may be an important strategy for increasing student participation in classroom activity breaks.
- 24 October 2019
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 16 (21) , 4082
Open AccessA Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks
The purpose of this study was to determine the effect of adding game design elements (goal setting, feedback, and external rewards) to an evidence-based physical activity intervention to increase in-class physical activity participation (intensity of activity breaks performed). Nine third- through sixth-grade classrooms (n = 292 students) in one elementary-middle school in Detroit, Michigan (49% female, 95% nonwhite; 80% qualified for free/reduced lunch) participated in this 20-week intervention where teachers implemented 5 × 4 min moderate-to-vigorous activity breaks per day. Gamification of activity breaks occurred during weeks 13–20 of the intervention and included the use of game design elements and classroom goals for activity break intensity. Moderate-to-vigorous physical activity (MVPA) during activity breaks was measured via direct observation. There was a significant effect of intervention with a 27% increase in student MVPA participation during the gamified intervention weeks compared with the standard intervention weeks (p = 0.03). Gamification of activity breaks resulted in 55% (compared with 25% during the standard intervention) of students accumulating approximately 20 min of health-enhancing physical activity per day in their classroom. These findings provide preliminary evidence that gamifying activity breaks may be an important strategy for increasing student participation in classroom activity breaks.