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Designing, Developing, and Evaluating a Stakeholder-Informed Mobile App to Promote Physical Activity in Children
Olga Papale1,2, Emanuel Festino1,2, Lamprini Papargyri3
1Department of Human Sciences, Society and Heath, University of Cassino and Lazio Meridionale, 03042 Cassino, Italy.
International Journal of Environmental Research and Public Health
|September 27, 2025
Summary
This study developed a mobile app to increase physical activity in primary students, using participatory design to ensure engagement and usability. The E-Walk project aims to promote child well-being through user-informed digital health interventions.
Area of Science:
- Pediatric Health
- Digital Health Interventions
- Behavioral Science
Background:
- Sedentary behavior and obesity are significant health risks. The COVID-19 pandemic exacerbated sedentary habits in children and adolescents, increasing screen time and decreasing physical activity.
- Exergaming offers a potential solution by merging gameplay with physical activity, but digital health tools often lack end-user input.
- The Walk around the Earth (E-Walk) project addresses this gap by focusing on user-centered development of a physical activity mobile application for primary school students.
Purpose of the Study:
- To identify key factors influencing engagement and usability of a physical activity mobile app for primary school students.
- To develop a user-informed mobile application promoting physical activity, incorporating feedback from children, teachers, and guardians.
- To evaluate the app's effectiveness in increasing physical activity and reducing sedentary behavior.
Main Methods:
- A group concept mapping approach was used to identify influential features for app engagement and usability.
- Primary stakeholders, including children, teachers, guardians, and physical activity experts, were involved in the participatory design process.
- A mixed-method evaluation incorporating anthropometric data, physical activity questionnaires (PAQ-C, IPAQ), and engagement metrics will assess the app's effectiveness.
Main Results:
- The study is prospective and focuses on the development and evaluation phases.
- Participatory design is central to aligning app features with end-user needs and motivations.
- The E-Walk project aims to create a user-informed digital intervention for sustainable behavioral change.
Conclusions:
- The E-Walk project utilizes participatory design, educational content, and activity challenges for a comprehensive health promotion strategy.
- This study contributes to developing user-informed digital interventions to foster sustainable behavioral changes in children.
- The project supports broader goals of child well-being and the advancement of digital health promotion.

