Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education

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Título: Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
Autor/es: Soriano-Pascual, Marta | Ferriz Valero, Alberto | García Martínez, Salvador | Baena-Morales, Salvador
Grupo/s de investigación o GITE: 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: Innovation | Self-determination | Undesired behaviours | Gamified approach | Physical education | Quality education
Fecha de publicación: 8-dic-2022
Editor: MDPI
Cita bibliográfica: Soriano-Pascual M, Ferriz-Valero A, García-Martínez S, Baena-Morales S. Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education. Children. 2022; 9(12):1931. https://doi.org/10.3390/children9121931
Resumen: The application of gamified learning in physical education is becoming increasingly popular. The aim of this work was to compare the effects of gamification versus traditional methodology to check whether there were differences in the attitudes of the students. A quasi-experimental design study was carried out. The sample consisted of 66 students in Secondary Education. Three questionnaires, POSQ (Perception of Success), BPN (Basic Psychological Needs) and CCDEF (Disruptive Behaviour in Physical Education), were used in both groups before and after carrying out each proposal. Firstly, an independent samples Student’s t-test was performed. The results showed significant final differences in all variables except two: competence (p = 0.068) and aggressiveness (p = 0.136). Secondly, a paired samples t-test was performed. In this case, the control group showed a significant decrease in the variables task orientation (p = 0.004) and autonomy (p < 0.001). According to the experimental group, all variables showed significant differences (p < 0.05), except for two, competence (p = 0.223) and aggressiveness (p = 0.056). Therefore, it was concluded that, with the gamified learning, the students expressed higher levels of task orientation, all BPNs and lower levels of disruptive behaviours than the students who were subjected to the traditional methodology. This kind of intervention can help to improve the quality of education as set out in the SDGs through Quality Education.
URI: http://hdl.handle.net/10045/130271
ISSN: 2227-9067
DOI: 10.3390/children9121931
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Revisión científica: si
Versión del editor: https://doi.org/10.3390/children9121931
Aparece en las colecciones:INV - EDUCAPHYS - Artículos de Revistas

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