The effects of gamification on students of school Physical Education
DOI:
https://doi.org/10.35869/ijmc.v2i1.3888Keywords:
Gamification, motivation, physical education, studentsAbstract
Objective: The overall objective was to identify and understand the concept of gamification and review the current context in which it appears. The specific objective was to determine and specify in the scientific production the effects of gamification on students, of school Physical Education (from 6 to 18 years old), which should be considered in the teaching intervention of this subject. Methodology: A bibliographic review was carried out in the following databases: Dialnet Plus, ERIC, PsycoINFO, PubMed, Scopus, Sport Discus, and Web of Science. In addition, the social network called ResearchGate was used. All those articles that dealt with the effects of gamification on students in the subject of school Physical Education (from 6 to 18 years old) published from 2015 to the present in Spanish, Portuguese and English were included. Results: Ten scientific articles were included. All of them were evaluated through the scal to Evaluate Scientific Articles in Social and Human Sciences (EACSH). The average scoere was 4.06, which means that the studies analyzed have a medium-high quality overall. We can deduce that more than half of the works are of a descriptive observational nature; half being deductive and quantitative, while the other half have deductive / inductive and mixed nuances (quantitative and qualitative). Conclusions: Gamification works as an exceptional tool to achieve so-called engagement. In addition, in the educational field, gamified interventions generate multiple benefits and improvements in students, mainly in their commitment, motivation and academic performance. In conclusion, we urge that teachers know this type of active methodologies to increase the involvement of students in the subject of Physical Education and the practice of daily physical activity.
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