A replication of extended implementation and social interaction during the Step it <scp>UP</scp>! Game for adults with disabilities
Keep the Step it UP! Game competition and prizes—longer sessions work fine, but extra small-talk won’t boost step counts further.
01Research in Context
What this study did
The team ran the Step it UP! Game for the adults with mixed disabilities.
Each day the adults wore a pedometer. Staff split them into two teams. The team with the most steps won a small prize drawing.
Sessions lasted longer than in the first study. Later the staff added friendly small-talk to see if extra social time would help.
What they found
Every adult walked more steps during the game days. Longer sessions kept the gains going.
Adding staff chat did not raise step counts. The game alone did the work.
How this fits with other research
May et al. (2020) used a lottery to push three adults into high-intensity heart-rate zones. Seward et al. now show the same lottery idea boosts plain daily steps. Together they tell us: prize drawings can lift many kinds of exercise in adults with DD.
Walmsley et al. (2013) mixed a lottery with brief feedback to improve hand-washing. Seward kept the lottery but dropped the feedback and still saw gains. This hints that, for exercise, the prize may be enough—extra feedback might be overkill.
Mikolajczyk et al. (2015) lengthened balance training and saw better balance. Seward lengthened the step game and also kept gains high. Both say: extending the session can lock in the skill.
Why it matters
You can run Step it UP! for longer blocks without burning staff time on chit-chat. Keep the team contest and daily draw; skip the extra social breaks. If you already use lottery boards for other skills, reuse the same setup to add healthy movement.
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02At a glance
03Original abstract
The purpose of the present experiments was to systematically replicate Step it UP! Game interventions with adults with disabilities. Participants were divided into two competing teams, and the team with the highest step count participated in a prize drawing. Experiment 1 (N = 9) evaluated the efficacy of an extended version of the Step it UP! Game that included additional and longer sessions. Experiment 2 (N = 8) evaluated the addition of contingent experimenter attention during the Step it UP! Game. Baseline, Step it UP! Game, and Step it UP! Game plus interaction sessions were evaluated in a multielement design. The Step it UP! Game was effective with additional and longer sessions, and all participants took more steps during Step it UP! Game sessions. Adding experimenter interaction to the Step it UP! Game did not increase the efficacy of the intervention.
Journal of Applied Behavior Analysis, 2024 · doi:10.1002/jaba.1098