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.
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