It's game time: Improving basic psychological needs and promoting positive behaviours through gamification in physical education

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10045/139691
Información del item - Informació de l'item - Item information
Título: It's game time: Improving basic psychological needs and promoting positive behaviours through gamification in physical education
Autor/es: Sotos-Martínez, Víctor Javier | Tortosa-Martínez, Juan | Baena-Morales, Salvador | Ferriz Valero, Alberto
Grupo/s de investigación o GITE: Salud, Actividad Física y Tecnología Deportiva (HEALTH-TECH) | Innovation in Physical Education and Physical Activity and Sport (EDUCAPHYS)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Didáctica General y Didácticas Específicas
Palabras clave: Gamified learning | Teaching | Primary | Innovation | ICT | Active methodologies
Fecha de publicación: 19-dic-2023
Editor: SAGE Publications
Cita bibliográfica: European Physical Education Review. 2023. https://doi.org/10.1177/1356336X231217404
Resumen: Student's motivation towards physical education (PE) classes is a key factor for increasing physical activity (PA) levels in children. In order to increase motivation in PE, new teaching techniques are needed, such as gamification. This study examines the potential influence of gamification in PE classes on motivation-related variables such as basic psychological needs (BPNs) and positive behaviours in primary school students, considering the perceptions of students and teachers. A total of nine teachers and 506 primary students participated in this study: 250 from a gamified group and 256 from a control group. The students filled in the BPNs in the Classroom Scale in order to measure three BPNs (autonomy, competence and relatedness). In addition, the perceptions, feelings, and behaviours of the students and teachers were analysed and classified through drawings, teacher's diaries, and focus groups. An improvement in the three BPNs, namely autonomy (p < 0.001), competence (p < 0.001) and relatedness (p < 0.001), was observed for the gamified group compared to the control group. The qualitative findings showed a perceived increase in student motivation, participation, and cooperation behaviours. Students also reported values such as respect, and rejection of contempt and harassment. In short, gamification was associated with an increase in all BPNs and positive behaviours in primary school students in gamified PE classes compared to non-gamified classes.
URI: http://hdl.handle.net/10045/139691
ISSN: 1356-336X (Print) | 1741-2749 (Online)
DOI: 10.1177/1356336X231217404
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © The Author(s) 2023
Revisión científica: si
Versión del editor: https://doi.org/10.1177/1356336X231217404
Aparece en las colecciones:INV - EDUCAPHYS - Artículos de Revistas
INV - HEALTH-TECH - Artículos de Revistas

Archivos en este ítem:
Archivos en este ítem:
Archivo Descripción TamañoFormato 
ThumbnailSotos-Martinez-etal_2023_EuroPhysEducatRev_final.pdfVersión final (acceso restringido)2,97 MBAdobe PDFAbrir    Solicitar una copia


Todos los documentos en RUA están protegidos por derechos de autor. Algunos derechos reservados.