2022-11-232022-11-232022-11-232021-06-30http://localhost:8080/handle/prefix/4339Studies associate screen time in childhood and adolescence with a sedentary lifestyle and, consequently, with overweight and obesity. The promotion of an active lifestyle exercised since childhood is essential for the continuation of this habit in adult life. Young people's fascination with digital games can be used to encourage them to practice physical exercise. Gamification acts in decision-making, teaching to discern moments of cooperation and competition. The methodology was drawn from electronic games, but with a focus on attitudes that encourage the practice of healthy habits outside the game. The target audience were young people, between 12 and 14 years old, living in São João da Boa Vista. To elaborate challenges, games involving recreation, volleyball and basketball, using the gamification method, with progressive difficulty, 15 phases divided into 3 levels were selected: beginner, intermediate and advanced, as the challenges were performed, awards were attributed, here represented by stars.Acesso AbertoEducação FisicaProjeto: ExtensãoCNPQ::CIENCIAS DA SAUDEDesafio Olímpiada MirimRelatório de Pesquisa