Daily step count | PA was assessed via the daily step count, measured using the smartphone or activity monitor of the participant. The daily step count is a trusted proxy for PA [ ]. During onboarding, participants were asked to connect to their tracking device (eg, Apple Health, Google Fit, Fitbit, or Garmin) for synchronization of their step count data. In this way, the daily step count of the participants was automatically synchronized on the Kiplin app, and the app could retrieve the daily step count for the previous 15 days. | |
| Type of game | Participants could play 4 types of games (ie, The Challenge, The Adventure, The Board Game, and The Mission). |
|
| Compliance ratio | The engagement of participants with the app was computed as the compliance ratio representing the number of days with a log-in during the game period divided by the duration of the game periods. This variable allows for measuring the frequency of the engagement with the service [ ]. |
| Number of games played | The total number of games played during the intervention period |
|
| Self-reported age and gender | Filled out by participants when they registered on the app |
| Population | Employees, older adults, or patients (treated for obesity or cancer) |
|
| Season | The season (winter, spring, summer, or autumn) when the step data were logged was controlled for as the season can influence PA [ ]. |
| Type of device | The type of device used to assess daily step count (ie, Android or iOS smartphones or Garmin, Withings, Polar, Fitbit, or TomTom wearables) was controlled for as smartphone apps and wearable devices differ in accuracy and precision [ ]. |
| Lockdown | The study period was characterized by the COVID-19 pandemic. In France, 3 lockdowns were implemented to mitigate the spread of COVID-19: in spring 2020 from March 17 to May 11, in fall 2020 from October 30 to December 15, and in spring 2021 from April 3 to May 3. During these periods, French citizens were required to remain at home with exceptions for essential activities such as going to work, shopping for necessities, health purposes, and engaging in individual PA near their residence. Failure to provide documentation justifying outdoor movement during inspections could result in fines. As these periods had a strong influence on the PA of individuals [ ], we controlled for the lockdown periods in our analyses. |
Statistical Analyses
We calculated the step count increase by subtracting the baseline average daily step count from the average daily step count during the intervention or follow-up periods for each participant and then computed the relative change (in percentage).
Mixed-effects models were used to (1) analyze within-person evolution across time (ie, changes in daily steps throughout the baseline, intervention, and follow-up periods) and across participants and nonparticipants and (2) examine the associations among intervention parameters, exposure to the intervention, participants’ characteristics and settings, and daily step evolution. This statistical approach controls for the nested structure of the data (ie, multiple observations nested within participants); does not require an equal number of observations from all participants [ 34 ]; and separates between-person from within-person variance, providing unbiased estimates of the parameters [ 35 , 36 ].
First, an unconditional model (ie, with no predictor) was estimated for each variable to calculate intraclass correlation coefficients and estimate the amount of variance at the between- and within-individual levels, which allowed us to determine whether conducting multilevel models was relevant or not. Then, a model that allowed for random slope over time (ie, model with random intercept and random slope) was compared to the null model (ie, with only random intercept) using an ANOVA to evaluate whether the less parsimonious model explained a significantly higher proportion of the variance of the outcome than the unconditional model [ 37 , 38 ]. Third, between-level predictors and confounding variables were added to another model (model 1; the equation for the model was as follows: Y ij = [β 0 + γ 0i + θ 0j ] + [β 1 + θ 1j ] time j + β 2 phase j + β 3 age j + β 4 sex j + β 5 population j + β 6 season j + β 7 captor j + β 8 baseline PA j + β 9 lockdown j + β 10 condition j × phase j + ε ij , where β 0 to β 10 are the fixed-effects coefficients, θ 0j and θ 1j are the random effect for participant j (1 random intercept and 1 random slope), γ 0i is the random effect for time i [random intercept], and ε ij is the error term) and compared to the previous models. Finally, intervention characteristics, as well as their interactions with the phases (ie, baseline, intervention, or follow-up) of the study, were added in a final model excluding nonparticipants (model 2; the equation for the model was as follows: Y ij = [β 0 + γ 0i + θ 0j ] + [β 1 + θ 1j ] time j + β 2 phase j + β 3 age j × phase j + β 4 sex j + β 5 population j × phase j + β 6 season j + β 7 captor j × phase j + β 8 baseline PA j × phase j + β 9 lockdown j + β 10 compliance ratio j × phase j + β 11 number of games played j × phase j + β 12 type of game j + ε ij , where β 0 to β 12 are the fixed-effects coefficients, θ 0j and θ 1j are the random effect for participant j (1 random intercept and 1 random slope), γ 0i is the random effect for time i [random intercept], and ε ij is the error term). Model fit was assessed via the Bayesian information criterion and –2 log-likelihood [ 39 ]. All models were performed using the lmerTest package in the R software (R Foundation for Statistical Computing) [ 40 ]. An estimate of the effect size was reported using the marginal and conditional pseudo- R 2 . When the interaction terms turned significant, contrast analyses were computed using the emmeans package [ 41 ]. The models’ reliability (estimated using residual analyses) and outlier detection were performed using the Performance package [ 42 ]. In addition to subtracting nonwear days (defined previously), we removed outliers via the check_outliers function [ 42 ] that checks for influential observations via several distance and clustering methods (ie, Z scores, IQR, and equal-tailed interval). Sensitivity analyses were conducted using all data (including data before outlier imputation) and are available in Multimedia Appendix 1 .
The data and code for the statistical analyses used in this study are available on the Open Science Framework [ 43 ].
Descriptive Results
Descriptive results are presented in Table 3 . The final sample included 4819 adults (mean age 42.7, SD 11.5 y; 2823/4819, 58.58% women). Participants wore an activity monitor measuring their daily step count for an average of 113 (SD 58.01; range 90-686) days. A total of 34,922 daily step observations were missing (ie, daily data missing or considered as a nonwear day), which is equivalent to 6.4% of missing data for the full data set.
We tested for statistical differences in sociodemographic variables and baseline daily steps between participants and nonparticipants using 2-tailed t tests and chi-square tests. Results revealed significant differences for age ( t 82,500 =–6.9149; P <.001), gender ( χ 2 2 =4028.3; P <.001), and baseline daily steps ( t 22,721 =–19.75; P <.001). However, in large samples, P values may drop below the α level despite effect sizes that are not practically meaningful [ 44 ]. Therefore, we mainly examined the magnitude of the effect sizes of these differences and observed very small to small effects ( d =–0.03 for age, d =–0.17 for baseline daily steps, and w =0.09 for gender). According to Magnusson [ 45 ], the interpretation of these effect sizes suggests that, for age and baseline daily steps, approximately 98.8% and 93.2% of individuals in both groups overlapped, respectively. In addition, there is approximately a 50.8% and 54.8% chance that a randomly selected individual from the nonparticipant group would have a higher score than a randomly selected individual from the participant group. Therefore, we considered that the differences were minor between the 2 groups. Finally, these variables were controlled in our mixed-effects models as they were included as fixed effects.
| Participants (n=3817) | Nonparticipants (n=995) |
|
| Age (y), mean (SD) | 43.2 (11.08) | 41.0 (12.81) |
| Female sex, n (%) | 2313 (62.6) | 510 (53.26) |
| Employees, n (%) | 3526 (92.38) | 978 (98.29) |
| Patients, n (%) | 194 (5.16) | 17 (2.09) |
| Older adults, n (%) | 97 (2.54) | — |
|
| Compliance ratio | 0.84 (0.23) | 0 (0) |
| Games played | 1.28 (0.9) | 0 (0) |
| In-game days | 22.06 (16.24) | 0 (0) |
|
| The Adventure | 21,316 (32.73) | — |
| The Board Game | 4093 (6.28) | — |
| The Challenge | 32,801 (50.37) | — |
| The Mission | 6915 (10.62) | — |
|
| Android smartphone | 1076 (28.19) | 286 (28.74) |
| iOS smartphone | 810 (21.22) | 533 (53.57) |
| Fitbit | 750 (19.65) | 52 (5.23) |
| Garmin | 1071 (28.06) | 109 (10.95) |
| Polar | 5 (0.08) | — |
| TomTom | 3 (0.08) | — |
| Withings | 90 (2.36) | 9 (0.9) |
|
| Winter | 110,517 (23.87) | 17,451 (24.4) |
| Spring | 94,961 (20.51) | 21,162 (29.6) |
| Summer | 129,039 (27.87) | 8804 (12.31) |
| Fall | 138,429 (29.9) | 24,086 (33.67) |
|
| First lockdown (spring 2020) | 10,872 (2.35) | 925 (1.29) |
| Second lockdown (fall 2020) | 32,298 (6.89) | 4110 (5.75) |
| Third lockdown (spring 2021) | 23,435 (5.06) | 1757 (2.46) |
a Not applicable.
Hypothesis 1: Is the Gamified Program Effective to Promote PA?
During the intervention period, participants increased their daily steps by 2619 steps per day on average (+55.6%) compared to the baseline period and by 317 steps per day on average during the follow-up period (+13.8%) compared to the baseline. In comparison, the daily step count of the control group remained more or less stable throughout the same time frame, with a mean increase of 151 daily steps compared to baseline (+7.5%).
Overall, contrast analyses of the model for the intervention participants (model 2; Table S1 in Multimedia Appendix 1 ) revealed a negative effect of the intervention on the daily step count during the intervention phase compared to baseline activity ( b =–0.09, 95% CI –0.14 to –0.05; P <.001) and no significant effect ( b =0.01, 95% CI –0.05 to 0.06; P =.79) during the follow-up periods compared to baseline. However, the patterns were different when participants were stratified by baseline PA. Participants with lower baseline daily steps (<5000 steps per day or 5001-7500 steps per day) showed a significant increase in their daily steps during the intervention ( b =0.25, 95% CI 0.22-0.28; P <.001) and follow-up ( b =0.12, 95% CI 0.09-0.15; P <.001) periods both compared to the baseline. Participants with initial values between 7501 and 10,000 steps did not have a significant increase in their daily steps during the intervention ( b =0.00, 95% CI –0.05 to 0.05; P =.99) or during the follow-up period ( b =–0.01, 95% CI –0.04 to 0.02; P =.44) compared to baseline. Participants who performed >10,000 baseline steps had significant deteriorations during the intervention ( b =–0.13, 95% CI –0.19 to –0.08; P <.001) and follow-up ( b =–0.06, 95% CI –0.10 to –0.03; P <.001) periods. These trends are depicted in Figure 3 and Table 4 . Results were similar in sensitivity analyses that used data without outlier imputation except for participants with initial daily step counts between 7501 and 10,000, who showed significant improvements during and after the intervention (Tables S2 and S3 in Multimedia Appendix 1 ).
In parallel, contrast analyses comparing the effectiveness of the Kiplin intervention on participants who used smartphones to collect their daily steps in comparison to participants who used a wearable showed a significantly greater effect among smartphone users during both the intervention phase ( b =0.09, 95% CI 0.07-0.11; P <.001) and the follow-up period ( b =0.04, 95% CI 0.01-0.06; P =.001). These results are illustrated in Figure S1 in Multimedia Appendix 1 .
| Participants with <5000 steps | Participants with 5000-7500 steps | Participants with 7501-10,000 steps | Participants with >10,000 steps |
Baseline daily step count, mean (SD) | 3671 (902.73) | 6096 (747.49) | 8818 (824.84) | 10,111 (1789.2) |
Intervention daily step count, mean (SD) | 7490 (3804.69) | 8855 (3786.71) | 10,301 (3627.73) | 11,388 (3518.07) |
Follow-up daily step count, mean (SD) | 5119 (2062.40) | 6534 (1889.99) | 7971 (2074.43) | 9424 (2390.33) |
Change from baseline during the intervention | +3820 | +2762 | +2187 | +1309 |
Change from baseline during follow-up | +1459 | +431 | –156 | –697 |
Relative change during intervention (%) | +118.8 | +47.2 | +28.8 | +16.9 |
Relative change during follow-up (%) | +49.5 | +8.2 | –1 | –4.3 |
Hypothesis 2: Is the Intervention Effect Greater for Participants Than for Nonparticipants?
In model 1 (Table S1 in Multimedia Appendix 1 ), participants who received the Kiplin intervention had a significantly greater increase in mean daily steps between baseline and the intervention period compared with nonparticipants ( b =0.54, 95% CI 0.52-0.58; P <.001). The results were similar in sensitivity analyses (Table S3 in Multimedia Appendix 1 ). The comparison of the means, changes, and relative changes from baseline for participants and nonparticipants are available in Table S4 of Multimedia Appendix 1 .
Hypothesis 3: What Are the Moderators of the Intervention Effect?
The model 2 estimates are shown in Table S1 in Multimedia Appendix 1 . The variables under consideration explained 39% of the variance in daily steps. In this model, we tested the hypothesized interactions to investigate predictors associated with the efficiency of the intervention (Table S5 in Multimedia Appendix 1 ). Contrast analyses were conducted on significant interactions and revealed that the age ( b =0.05; P <.001) and compliance ratio ( b =0.37; P <.001) were positively associated with the change in daily steps between baseline and the intervention period. Specifically, the older the age, the more regularly the individuals played and the more effective the intervention was. On the other hand, the number of games played by participants was negatively associated with this change ( b =–0.02; P =.02). In other words, the longer the intervention and the higher the number of games, the less effective the intervention. For categorical outcomes, contrast analyses revealed differences in the intervention effect among the different populations ( Figure 4 ). Compared to employees, patients treated for cancer ( b =–0.18; P <.001) and older adults ( b =–0.19; P <.001) showed a significantly weaker effect of the intervention in comparison to baseline PA. There was no significant difference between employees and patients treated for obesity ( b =–0.07; P =.13). All the results of these analyses are available in Multimedia Appendix 1 .
Finally, model 2 estimates revealed that participants were significantly more active in The Adventure and The Challenge compared to The Board Game and The Mission (Table S1 in Multimedia Appendix 1 ).
Principal Findings
This study demonstrated a significant increase in daily steps among participants engaging with the Kiplin intervention compared to nonparticipants over the same period. Interestingly, the intervention effect varied according to the baseline daily step count of individuals. Participants with lower baseline steps (<7500 steps per day) significantly improved their PA during both the intervention (between +34% and +76%) and follow-up (between +10% and +33%) periods, whereas participants with >7500 steps had no significant change or significant decreases.
These results suggest that a gamified program is more efficient for inactive individuals compared to active ones, with the existence of a plateau effect. They also support recent findings [ 20 , 46 ] and the ability of gamified interventions to improve daily steps both during and after the end of the program and in real-life settings [ 47 ]—at least for the more inactive individuals. This efficacy is noteworthy given the challenges faced by current behavioral interventions in promoting PA in the long haul [ 9 ].
SDT offers a valuable framework for elucidating the disparate outcomes observed among initially active and inactive participants. Gamification strategies could enhance the autonomous motivation of inactive participants, as suggested by a previous study [ 48 ], whereas the use of rewards on already motivated people could undermine this motivation. Known as the overjustification effect [ 18 ], this phenomenon suggests that, if people receive rewards for doing an activity that they used to enjoy, they are likely to discount the internal reason and, thus, become less intrinsically motivated than before receiving the rewards. This could explain why the same intervention had positive effects on inactive participants, who performed more daily steps after the end of the intervention (ie, during follow-up periods), compared to its effects on already active ones, who observed significant decreases after the intervention compared to their baseline daily steps.
Moreover, results indicating that the intervention was more effective among users who used their smartphones to track their step counts through the Kiplin app compared to those who already owned and used a wearable device—and were significantly more active at baseline—further reinforce this argument. Individuals who already possess an activity monitor are likely motivated to monitor their daily steps, potentially diminishing the additional impact of gamification rewards. Consequently, the introduction of gamification may have less influence or even produce counterproductive effects on their behavior, particularly when compared to those who solely rely on their smartphones for activity tracking in the context of the intervention.
The results of this study also stressed that older age may not be incompatible with gamified interventions. Indeed, intervention effectiveness was moderated by the age of the individual, and gamification was more efficient among older individuals compared to younger ones. These findings are in line with those of a previous study [ 49 ] that reported higher use of gamification features among older users. The authors postulated that older adults pay generally more attention to their health and, thus, have a stronger intention to engage in a health program. From another perspective, and in light of the gamification strategies embedded in the Kiplin intervention, these results could also be explained by the fact that these strategies are accessible—inspired by traditional board game rules and mechanics widely known in the general population—and, thus, may be more attractive for older populations. Previous research has suggested that the most engaging game mechanics may diverge between youths and other populations [ 50 ], and we can expect that younger populations may prefer more complex game mechanics and need more novelty during the intervention to stay interested in the service.
Regarding the effects of the gamified intervention according to the characteristics of the population, a stronger effect was found for programs among employees and patients treated for obesity. While these results warrant caution due to the variability observed in patients or older adult participants, these findings suggest that gamified interventions are suitable for both primary and tertiary prevention, as suggested by previous work [ 20 ].
Practical Implications
The findings of this study also offer valuable insights that could help improve future intervention design. First, exposure to the content is essential for the gamified intervention to be effective. It is interesting, as gamification has often been assimilated into a self-fulfilling process permitting automatic engagement of participants. These results are consistent with previous findings demonstrating that higher use of gamification features was associated with greater intervention effectiveness [ 49 , 51 ]. If gamification can ultimately increase program engagement, developers need first to design their apps to be as attractive as possible and optimize retention.
Second, the results revealed that the total number of games played was negatively associated with the intervention effect, suggesting that shorter interventions could be more beneficial for behavior change. These results are in line with those of previous research [ 20 , 52 ] suggesting that digital interventions of <3 months tend to yield greater benefits. It also suggests a “dose-response” relationship in an inverted U shape, with an optimal “middle” to find. Nevertheless, it is important to consider that Kiplin programs incorporating multiple games are built in such a way as to administer several doses at regular intervals. Therefore, periods without games were considered in the intervention phases and could explain why, overall, the shorter games were more efficient. More refined analyses of the intervention effect over time will be necessary in the future.
Third, the daily step count of participants was significantly higher in The Adventure and The Challenge. These 2 games are characterized by their competitive nature, placing a stronger emphasis on leaderboards than the other 2 games, which are more centered on collaboration. In this vein, Patel et al [ 53 ] observed that the competitive version of their gamified intervention outperformed the collaborative and supportive arms. Moreover, various studies have highlighted that leaderboards are a particularly successful gamification mechanic [ 49 , 54 ].
Strengths and Limitations
This study has several strengths, including its large sample size, the intensive objective PA measurement in real-life conditions through daily steps, and the longer baseline and follow-up duration compared with most trials on gamification that typically incorporate measurement bursts dispersed across time [ 20 ]. However, several limitations should be considered. First, this study was observational and not a randomized controlled trial. Thus, we cannot establish the causality of the intervention’s effect on outcome improvement. The nonparticipants are not a true control group. If they did not receive the intervention, it may be because they were unable to join or for underlying motivational reasons that could impact their PA. Second, intervention lengths differed between participants. Third, although mixed-effects models are useful for describing trends in PA behavior change over time, they are limited in their capacity to assess precise fluctuation patterns of nonstationary behavior, such as daily step counts [ 55 ] across time. Future longitudinal studies could benefit from using time-series analyses to more accurately describe these patterns of change. Finally, the compliance ratio used in this study as a proxy for engagement tends to oversimplify the exposure of participants to the service. Complementary measures of behavioral engagement (eg, using the number of log-ins, time spent per log-in, and the number of components accessed) and affective engagement (eg, emotions and pleasure) should be considered to draw the longitudinal impact of the engagement of the participants on the intervention effect.
Conclusions
In this study, we conducted a comprehensive analysis of real-world data from >4800 individuals, suggesting the impact of a gamified intervention in real-life settings. Our findings indicate that the Kiplin intervention led to a significantly greater increase in mean daily steps from baseline among users than among nonparticipants. Interestingly, responses to the intervention were significantly different as a function of individuals’ initial daily step counts. Participants with <7500 baseline daily steps had significant improvements during both the intervention and follow-up periods with +3291 daily steps during the program and +945 after the intervention on average, whereas the intervention had no effect on participants with initial values of >7500. Therefore, the motivational effect of gamification could depend on the initial PA and motivational profile of the participants. This result can also be interpreted in light of our observation that participants who already owned a wearable and, thus, were likely already motivated to engage in PA exhibited significantly lower effects compared to less experienced participants who used their smartphones to track their step counts. This study also revealed that the age of participants and their engagement with the app were positively and significantly associated with the intervention effect, whereas the number of games played was negatively associated with it.
Overall, the results of this study suggest that gamification holds promise in promoting the daily steps of inactive populations, with demonstrated short- and medium-term effects. Importantly, this study represents a pioneering effort as one of the first to examine the longitudinal effect of a gamified program outside the context of a trial using intensive real-world data. As such, the findings are quite generalizable to similar settings and reaffirm the value of gamification in both primary and tertiary prevention efforts across a diverse range of age groups.
Acknowledgments
The work of AM is supported by the French National Association of Research and Technology (Cifre PhD thesis grant) and by the company Kiplin. The funders had no input in the design of the study and no influence on the interpretation or publication of the study results.
Data Availability
The anonymized data used in this study and the R code are available on the Open Science Framework [ 43 ].
Authors' Contributions
AM conceptualized the study. AM and GH performed data curation. Investigation was led by AM, while AM and CF contributed to methodology and statistics. AM conducted the formal analysis using the R software. AM was responsible for writing the original draft. All authors contributed to writing (review and editing).
Conflicts of Interest
AC, CF, and MD declare that they have no competing interests. GH is employed by Kiplin. The results of this study could be beneficial to Kiplin from a marketing point of view. The Kiplin company had no input in the design of the study and no influence on the interpretation or publication of the study results.
Supplementary Figure S1 and Table S1-S5.
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Abbreviations
application programming interface |
physical activity |
self-determination theory |
Edited by G Greco; submitted 25.04.23; peer-reviewed by S Payne, A Bucher; comments to author 26.01.24; revised version received 10.03.24; accepted 01.05.24; published 12.08.24.
©Alexandre Mazéas, Cyril Forestier, Guillaume Harel, Martine Duclos, Aïna Chalabaev. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 12.08.2024.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research (ISSN 1438-8871), is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.
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The Surveillance Resource Center provides members of the public health surveillance community organized, easy access to guidance developed by CDC and its partners for improving the practice of surveillance. Public health surveillance refers to the collection, analysis, and use of data to target public health prevention. It is the foundation of public health practice.
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IMAGES
COMMENTS
Chapter 3. Research Design and Methodology. Chapter 3 consists of three parts: (1) Purpose of the. study and research design, (2) Methods, and (3) Statistical. Data analysis procedure. Part one ...
CHAPTER 3. 3. CHAPTER 3. RCH METHODOLOGY3.1 IntroductionThis Chapter presents the de. It provides. d in undertaking this research aswell as a justifi. on for the use of this method. lection of participants, the datacollection process. nd the process of data analysi. . The Chapter also discusses therole of the researcher in qualitative re.
The primary data is mainly collected to provide the data that would produce. answers to the research objectives, compared to secondary data that is used to develop. contextual or confirmatory elements of research. Research studies could be exploratory, descriptive or explanatory (Zikmund, 1991).
CHAPTER IIIRESEARCH METHODOLOGYChapter three presents the method. logy in conducting the research. This chapter provides four main parts of the investigation: research design, data collection technique, research procedu. technique.3. 1 Research DesignThe research employed quantitative method in the form of quasi experimental des.
3 Methodology3. Methodology(In this unit I use the word Methodology as a general term to cover whatever you decide to include in the chapter where you discuss alternative methodological approaches, justify your chosen research method, and describe the process and participants i. your study).The Methodology chapter is perhaps the part of a ...
Research methodology. 3.1. Introduction. The purpose of this chapter is to present the philosophical assumptions underpinning this research, as well as to introduce the research strategy and the empirical techniques applied. The chapter defines the scope and limitations of the research design, and situates the research amongst existing research ...
3.2.2.1 Conceptual phase. In the conceptual phase the research question namely what is the perception of nurses of pain in the elderly suffering from Alzheimer's disease and objectives were formulated for the purpose of the study (see chapter 1, sections 1.5.1 and 1.6). The research question evolved due to the researcher's involvement in ...
Chapter 3: Research Design and Methodology. Introduction. The purpose of the study is to examine the impact social support (e.g., psych services, peers, ... It was divided into four parts. The ...
The methods section, or chapter three, of the dissertation or thesis is often the most challenging for graduate students.The methodology section, chapter three should reiterate the research questions and hypotheses, present the research design, discuss the participants, the instruments to be used, the procedure, the data analysis plan, and the sample size justification.
3.1.1.1 Positivism. The researcher's intent to uncover objective truths by using quantitative methods to measure and analyze a phenomenon. They often emphasize control, objectivity, and replicability in their research. For example, a physical therapist's intent is to assess how effective is the application of laser therapy in ...
The purpose of chapter three (research methodology) is to give an experienced investigator enough information to replicate the study. Some supervisors do not understand this and require students to write what is in effect, a textbook. A research design is used to structure the research and to show how all of the major parts of the research ...
3- 1. Chapter Three: Research Methodology. 3.1 Introduction. The way in which research is conducted may be conceived of in terms of the research philosophy subscribed to, the research strategy employed and so the research instruments utilised (and perhaps developed) in the pursuit of a goal - the research objective(s) - and the quest for the ...
CHAPTER 3: RESEARCH METHODOLOGY. 3.1 Introduction. As it is indicated in the title, this chapter includes the research methodology of. the dissertation. In more details, in this part the author ...
This chapter includes the methodology of the research, and describes the method of the research, the source of data, the data samples, the techniques of collecting the data, and the techniques of analyzing the data. 3.1 Method of the Research. In this research, a descriptive qualitative method is used by the writer in analyzing and in exposing ...
the selection and production processes. As part of the extended-case studies methodology, in chapter 2 and later chapters the importance and significance of news agencies is discussed. This study therefore seeks not to "prove" the existence of external and internal pressures, but to identify these pressures as intrinsic in the
Chapter 3. Methodology3.1 IntroductionThe chapter presents methodology employed for examining framework developed, during the literature review, fo. the purpose of present study. In light of the research objectives, the chapter works upon the ontology, epistemology as well as the meth-odology.
Dissertation Chapter 3 Sample. be be 1. Describe. quantitative, CHAPTER III: METHOD introduce the qualitative, the method of the chapter and mixed-methods). used (i.e. The purpose of this chapter is to introduce the research methodology for this. methodology the specific connects to it question(s). research.
Chapter 3 is to describe the research methodology used in this research study, followed by the presentation of the data and results which culminated from the statistical analysis of the questionnaire responses. Research methodology is the overall approach to the whole process of the research study (Collis & Hussey, 2009).
Research Approach, Design, and Analysis. Chapter 3 explains the research method being used in the study. It describes the instruments associated with the chosen research method and design used; this includes information regarding instrument origin, reliability, and validity. Chapter 3 details the planned research approach, design, and analysis.
Chapter 3 - Research Methodology a nd Research Method. This chapter looks at the various research methodologies and research methods that are commonly. used by researchers in the field of ...
Sample Chapter 3 chapter methodology this chapter reveals the methods of research to be employed the researcher in conducting the study which includes the. ... This sampling method is conducted where each member of a population has a capability to become part of the sample. The chosen respondents are containing of eighty (80) respondents from ...
3.1. Introduction. Chapter 3Research framework and Design3.1. IntroductionResearch m. thodology is the indispensable part of any research work. This guides the researcher about the flow of research and provides the. ramework through which the research is to be carried out. This chapter expounds the research paradigm, research approach, research ...
Pet ownership in the U.S. has jumped significantly over the past three decades. As of 2022, 70% of U.S. households (90.5 million homes) own a pet.[1] That's up from 56% in 1988, pet ownership ...
Increased funding for a wall on the US-Mexico border - one of Trump's signature proposals in 2016 - is proposed in the document. Project 2025 also proposes dismantling the Department of Homeland ...
Background: Digital interventions integrating gamification features hold promise to promote daily steps. However, results regarding the effectiveness of this type of intervention are heterogeneous and not yet confirmed in real-life contexts. Objective: This study aims to examine the effectiveness of a gamified intervention and its potential moderators in a large sample using real-world data.
Overview. This resource allows the surveillance community to easily access and share useful methods, tools, legal, ethical and regulatory guidance for improving the practice of surveillance and serve as a web-based knowledge management system that would: