Abstract [eng] |
The thesis presents an analysis on existing sports’ planning solutions and discusses the importance of the project. Additionally, we assessed if the Covid-19 pandemic and knowledge of the correlation between sports and the healthier, longer life altered fitness planning and implementation. After the review of the available sport planning systems and literature, we determined relevant problems and structured, improved our project based on the conclusions. The work is based on an analysis of available sport planning systems, and literature that rationalize the importance of the project and allowed to make better decisions. The presented solution is on a sport planning system with an integrated and detailed gamification model. Suggested system architecture has the possibility to experiment with different types of gamification configuration and scenarios. NASA TLX, UI usability and SUS questionnaires were used to evaluate the quality of the developed system. Gamification model was described in detail using scenarios, which demonstrated the longevity and dynamism of the model. During the research, an Android application was installed on participant owned personal devices (mobile phones). Analysis data was collected live by providing tasks, questionnaires and observing the process, collected data was evaluated and summarized. |