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

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...

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Detalles Bibliográficos
Autores principales: Soriano-Pascual, Marta, Ferriz-Valero, Alberto, García-Martínez, Salvador, Baena-Morales, Salvador
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9777465/
https://www.ncbi.nlm.nih.gov/pubmed/36553374
http://dx.doi.org/10.3390/children9121931
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author Soriano-Pascual, Marta
Ferriz-Valero, Alberto
García-Martínez, Salvador
Baena-Morales, Salvador
author_facet Soriano-Pascual, Marta
Ferriz-Valero, Alberto
García-Martínez, Salvador
Baena-Morales, Salvador
author_sort Soriano-Pascual, Marta
collection PubMed
description 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.
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spelling pubmed-97774652022-12-23 Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education Soriano-Pascual, Marta Ferriz-Valero, Alberto García-Martínez, Salvador Baena-Morales, Salvador Children (Basel) Article 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. MDPI 2022-12-08 /pmc/articles/PMC9777465/ /pubmed/36553374 http://dx.doi.org/10.3390/children9121931 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/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/).
spellingShingle Article
Soriano-Pascual, Marta
Ferriz-Valero, Alberto
García-Martínez, Salvador
Baena-Morales, Salvador
Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title_full Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title_fullStr Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title_full_unstemmed Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title_short Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education
title_sort gamification as a pedagogical model to increase motivation and decrease disruptive behaviour in physical education
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9777465/
https://www.ncbi.nlm.nih.gov/pubmed/36553374
http://dx.doi.org/10.3390/children9121931
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