The effects of gamification on the motivation and basic psychological needs of secondary school physical education students

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Título: The effects of gamification on the motivation and basic psychological needs of secondary school physical education students
Autor/es: Sotos-Martínez, Víctor Javier | Ferriz Valero, Alberto | García Martínez, Salvador | Tortosa-Martínez, Juan
Grupo/s de investigación o GITE: Innovation in Physical Education and Physical Activity and Sport (EDUCAPHYS) | Health, Physical Activity, and Sports Technology (HEALTH-TECH)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Didáctica General y Didácticas Específicas
Palabras clave: Data science applications in education | Improving classroom teaching | Informal learning | Teaching/learning strategies | Secondary education
Área/s de conocimiento: Didáctica de la Expresión Corporal | Educación Física y Deportiva
Fecha de publicación: 21-feb-2022
Editor: Routledge
Cita bibliográfica: Physical Education and Sport Pedagogy. 2024, 29(2): 160-176. https://doi.org/10.1080/17408989.2022.2039611
Resumen: Background: Gamification is a novel active methodology used in Physical Education to motivate students. Purpose: This study analyzed the impact of this method on the motivation of Compulsory Secondary Education students in Spain during an 8-session Physical Education Didactic Unit. Methods: A total of 275 students participated, divided into a gamified group (n = 133) and a control group (n = 142). The participants filled out 2 questionnaires, one aimed at assessing Basic Psychological Needs (BPNs) (Basic Psychological Needs in Exercise Scale) and the other at measuring the motivational component (The Sport Motivation Scale). Results: An interaction effect (Time x Treatment) was found, with the gamified group improving in BPNs (autonomy (F(1) 57.97, p = <0.001; η2p = 0.175); competence (F(1)  37.28, p = <0.001; η2p = 0.120); relatedness (F(1) 51.49, p = <0.001; η2p = 0.159), and intrinsic motivation (F(1) 39.65, p = <0.001; η2p = 0.127), while decreasing in amotivation (F(1) 21.42, p = <0.001; η2p = 0.073)). Conclusions: These data suggest that a gamified intervention enhances the satisfaction of the basic psychological needs, increases intrinsic motivation, while decreases amotivation in secondary education students.
Patrocinador/es: This work was supported by Universidad de Alicante: [Grant Number XARXES-I3CE-2020-5097].
URI: http://hdl.handle.net/10045/121762
ISSN: 1740-8989 (Print) | 1742-5786 (Online)
DOI: 10.1080/17408989.2022.2039611
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © 2022 Association for Physical Education
Revisión científica: si
Versión del editor: https://doi.org/10.1080/17408989.2022.2039611
Aparece en las colecciones:INV - EDUCAPHYS - Artículos de Revistas
INV - HEALTH-TECH - Artículos de Revistas

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