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It's game time

Improving basic psychological needs and promoting positive behaviours through gamification in physical education

Bibliographic Data

ID12565978
AuthorsVíctor Javier Sotos-Martínez (0000-0001-6914-3251, Valencian International University), Juan Tortosa‐Martínez (0000-0002-6995-0405, University of Alicante), Salvador Baena-Morale (0000-0002-6722-3714, University of Alicante, Spain; Valencian International University, Spain), Alberto Ferriz-Valero (0000-0001-8206-4152, University of Alicante, corresponding author)
Year2023
Volume30
Issue3
Pages435-457
Publication date2023-12-19
Open AccessYes
TypeARTICLE
VenueEuropean Physical Education Review (JOURNAL)
Journal identifiersISSN: 1356-336X • E-ISSN: 1741-2749
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/1356336x231217404
OpenAlexW4389976254
LanguageEN
Citations received5
References cited48

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

Autonomy · Competence (human resources · Feeling · Focus group · Mathematics education · Perception · Physical activity · Physical education · Educational Games and Gamification · Impact of Technology on Adolescents · Motivation and Self-Concept in Sports · Psychology · Social Psychology

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Citations per year2.5
Citation span2024 - 2026 (3)
Highly citedNo

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