A number of studies have placed at the forefront variables that predict the loyalty of clients in fitness centres. In fact, no study has analysed the differences between these variables according to business models. The objective of this study was to analyse the relationship between quality, value, satisfaction and the future intentions of clients of public and private low-cost fitness centres and their differences. A questionnaire was administered to a sample of 1805 fitness centre clients. A confirmatory factor analysis and multi-group analysis was performed to test the difference between two invariance models. The findings indicate a greater weight in facilities and employees of the quality perceived from private low-cost fitness centres and a greater weight in programmes from public fitness centres. Furthermore, the relationship between the variables' overall quality, perceived value, satisfaction and future intentions had a greater influence in private low-cost fitness centres than in public centres.
E-Lifestyles are individual forms of behavior in the digital environment that reflect the values, activities, interests, and opinions of consumers. Likewise, fitness Apps are considered technological tools for promoting physical activity online. Although there are studies related to sports lifestyles, it has not been analyzed yet how e-lifestyles are related to the use of fitness Apps. Based on this, this study represents a step to clarify how e-lifestyles influence different relationships with perceived ease of use, perceived usefulness, attitude, and intentions to use Fitness Apps. Therefore, the objective of the study was to analyze the relationship between the e-lifestyles of consumers of Boutique fitness centers and their relationship with the perceived ease of use, the perceived usefulness, the attitude, and the intention to use Fitness Apps. The sample was 591 customers (378 women and 213 men) of 25 Boutique fitness centers. An online questionnaire was used for data collection. Data was analyzed with confirmatory factor analysis and structural equation model. Findings provide an insight into the importance of e-lifestyles in the intention of using fitness Apps and therefore in promoting physical activity through online fitness services. The results showed positive relationships between e-lifestyles, perceived ease of use, perceived usefulness and attitude toward fitness Apps. Finally, the attitude toward fitness Apps offered a very high predictive value on use intention. This study provides a better understanding of consumer´s intention to use fitness Apps. The conclusions and recommendations for sports managers of fitness centers highlight the importance of e-lifestyles as a predecessor for the use of fitness Apps.
RESUMEN:Este trabajo es una propuesta didáctica diseñada desde la perspectiva metodológica de la pedagogía de la aventura, la cual tiene como objetivo educar en y a través de las actividades en la naturaleza, para llevarla a cabo en el contexto escolar y desarrollarla en el primer o segundo ciclo de primaria de Educación Física, siempre teniendo como enfoque el aprendizaje experiencial. Para ello nos hemos centrado en las Habilidades Motrices Básicas (HMB) como contenido principal, las cuales se enseñarán de manera lúdica a través del juego de rol como proyecto interdisciplinar. Las actividades que aquí se proponen, se dividen en dos sesiones. Una primera, en la que se enseñará a los alumnos algunas herramientas necesarias para poder llevar a cabo la segunda sesión, que será el gran juego de rol, el cual se realizará fuera del centro educativo de manera coordinada con otras áreas, que aprovecharán el elemento lúdico del juego para impartir contenidos de las mismas. De manera específica desde el departamento de Educación Física se aprenderán las HMB Palabras clave: Pedagogía de la Aventura; Juego de rol; Habilidades Motrices Básicas; Orientación; Gamificación.ABSTRACT: This Work is a didactic proposal designed to carry it out in the school context, and develop it in the first or second cycle of elementary education in Physical Education. For this we have focused on the Basic Motor Skills (HMB) as the main content, which will be taught in a playful way through role play. The activities proposed here are divided into two sessions, a first one, where students will work on some necessary tools to be able to perform the second session, which will be the Great Role Play, which will be taught outside the school in a coordinated way with other areas, which will take advantage of the playful element of the game to teach contents of the same and from the Department of Physical Education in turn to teach HMB.
Purpose The purpose of this paper is to present a project called EmprendeSport, whose aim is to increase knowledge in entrepreneurship and sports in students, professors and professionals through seminars carried out from 2015 to 2018. This study summarises the experience and data extracted throughout these seminars with the purpose of helping to design policies that stimulate business activity of the universities that seek to promote entrepreneurial spirit within a higher educational context. Design/methodology/approach This is a descriptive paper of the experiences of the seminars done during four years, with a regularly assistance of 200 people. The profile of the assistants was, mainly males, studying a degree on sports or entrepreneurship and working. Findings There is a lack of knowledge and interest in entrepreneurship. The realisation of the seminar resulted to be a useful incentive for the public to develop new ideas to innovate in their daily lives, some of them also, because of the seminar through of creating their own business. From the organisation perspective, in order to increase the entrepreneurial culture between the females. Originality/value The main contribution of this document could be to help design policies that stimulate business activities of universities and, therefore, stimulate their contribution to the development of the modern knowledge economy.
Las actividades desarrolladas en medio natural y más concretamente las carreras por montaña son una práctica física que ha ido en aumento en los últimos años y por tanto susceptibles de ser actividades en las que personas con diversidad funcional visual puedan participar. El objetivo del presente estudio es conocer cuales son las barreras percibidas por los deportistas con diversidad funcional visual y guías para participar en carreras por montaña.Se ha empleado un diseño no experimental, descriptivo y seccional, desde el enfoque de la fenomenología descriptiva. Los participantes del estudio fueron deportistas y guías que se encuentran dentro del campeonato nacional de carreras por montaña,siendo 26 deportistas (19 hombres y 7 mujeres) y 23 guías (18 hombres y 5 mujeres). El instrumento de estudio aplicado fue una entrevista semiestructurada, empleando la Teoría Fundamentada como estrategia de análisis, a través del software de tratamiento cualitativo NVIVO. Los resultados indican que existen limitaciones para la práctica de carreras por montaña debidas a la por propia elección o presión del entorno cercano, el proteccionismo familiar y social, las barreras de información, la falta de formación y conocimiento en las federaciones, organización y técnicos y las dudas sobre la participación de personas con algún tipo de diversidad funcional en pruebas deportivas.Estas barreras detectadas en la práctica podrían ser solventadas con la sensibilización de la población implicada y la estandarización de los protocolos organizativos y de planificación dentro de las carreras por montaña.
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