Boosting Student’s Motivation through Gamification in Physical Education

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Título: Boosting Student’s Motivation 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: Health, Physical Activity, and Sports Technology (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: Methodology innovation | Elementary education | Primary school | Gamified learning | Motivational regulation | Quality education | SDG 4
Fecha de publicación: 14-feb-2023
Editor: MDPI
Cita bibliográfica: Sotos-Martínez VJ, Tortosa-Martínez J, Baena-Morales S, Ferriz-Valero A. Boosting Student’s Motivation through Gamification in Physical Education. Behavioral Sciences. 2023; 13(2):165. https://doi.org/10.3390/bs13020165
Resumen: Students are becoming less motivated towards current education. For this reason, teachers are investigating several innovative methodologies to learn how they affect student motivation, such as gamification. The purpose of this study was to analyze the effects of gamification on the motivation of elementary physical education students. A total of 72 elementary school students from two different Spanish elementary schools participated (38 boys and 34 girls), separated into a gamified group (n = 35) and a control group (n = 37). Ten gamification sessions were performed using a technological app called ClassDojo. The gamified proposal was based on both a PBL model and an MDA model. A questionnaire, “Motivation Questionnaire in Physical Education” (CMEF-EP) was used to measure the motivation of the students before and after the intervention. An increase was observed in all the variables for the gamified group: intrinsic motivation (p < 0.001), identified regulation (p < 0.001), introjected regulation (p = 0.001), and external regulation (p = 0.002), except for the amotivation (p = 0.120). No changes were observed in the control group. A significant interaction effect over time was seen only for intrinsic motivation for the gamified group versus the control group (F(1) = 5.263; p = 0.025; η2 = 0.070). The results show the efficacy of gamification to increase the motivation of elementary physical education students. However, it does not decrease amotivation. This will enable the subject to contribute to achieving the United Nations’ proposed Sustainable Development Goal 4, which is to ‘Improve Quality Education’.
Patrocinador/es: This research was funded by University of Alicante, grant number XARXES-I3CE-2020-5097.
URI: http://hdl.handle.net/10045/132164
ISSN: 2076-328X
DOI: 10.3390/bs13020165
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © 2023 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/bs13020165
Aparece en las colecciones:INV - HEALTH-TECH - Artículos de Revistas
INV - EDUCAPHYS - Artículos de Revistas

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