The effects of gamification on the motivation and basic psychological needs of secondary school physical education students
Por favor, use este identificador para citar o enlazar este ítem:
http://hdl.handle.net/10045/121762
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 |
Archivos en este ítem:
Archivo | Descripción | Tamaño | Formato | |
---|---|---|---|---|
Sotos-Martinez_etal_2024_PhysEduSportPedagogy_final.pdf | Versión final (acceso restringido) | 2,08 MB | Adobe PDF | Abrir Solicitar una copia |
Sotos-Martinez_etal_2024_PhysEduSportPedagogy_preprint.pdf | Preprint (acceso abierto) | 1,34 MB | Adobe PDF | Abrir Vista previa |
Todos los documentos en RUA están protegidos por derechos de autor. Algunos derechos reservados.