Motivation, Basic Psychological Needs and Intention to Be Physically Active after a Gamified Intervention Programme

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Bibliographic Details
Title: Motivation, Basic Psychological Needs and Intention to Be Physically Active after a Gamified Intervention Programme
Language: English
Authors: Fernandez-Rio, Javier (ORCID 0000-0002-1368-3723), Zumajo-Flores, Marc, Flores-Aguilar, Gonzalo (ORCID 0000-0002-8949-0004)
Source: European Physical Education Review. May 2022 28(2):432-445.
Availability: SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com
Peer Reviewed: Y
Page Count: 14
Publication Date: 2022
Document Type: Journal Articles
Reports - Research
Education Level: Secondary Education
Grade 9
High Schools
Junior High Schools
Middle Schools
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy, Student Motivation, Competence, Intention, Physical Activity Level, Game Based Learning, Conventional Instruction, Instructional Effectiveness, Psychological Patterns, Life Style, Foreign Countries, High School Students
Geographic Terms: Spain
DOI: 10.1177/1356336X211052883
ISSN: 1356-336X
Abstract: The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14 ± 0.1 years) enrolled in two classes in the same high school participated. The school administration (totally anonymous to the study) distributed all the students among the two classes and the research team randomly considered one the experimental group (n = 27, 13 boys, 14 girls), which experienced a gamified learning unit, and the other the comparison group (n = 27, 15 boys, 12 girls), which followed a traditional instructional approach. Both study groups had the same physical education teacher with training and experience on several pedagogical approaches, including gamification. The study followed a pre-test, post-test quasi-experimental research design (the time lag between pre-test and post-test was nine weeks). The results showed significant differences at post-tests favouring the experimental group in all the variables assessed. In conclusion, the results from the present study provided support for the use of gamification in physical education since it was associated with increased levels of students' intrinsic motivation, basic psychological needs and intention to be physically active more than a traditional approach. Therefore, gamification could be considered a positive pedagogical framework for secondary physical education. Nevertheless, more studies with larger variability in contexts, participants and content are needed.
Abstractor: As Provided
Entry Date: 2022
Accession Number: EJ1333955
Database: ERIC
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Abstract:The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14 ± 0.1 years) enrolled in two classes in the same high school participated. The school administration (totally anonymous to the study) distributed all the students among the two classes and the research team randomly considered one the experimental group (n = 27, 13 boys, 14 girls), which experienced a gamified learning unit, and the other the comparison group (n = 27, 15 boys, 12 girls), which followed a traditional instructional approach. Both study groups had the same physical education teacher with training and experience on several pedagogical approaches, including gamification. The study followed a pre-test, post-test quasi-experimental research design (the time lag between pre-test and post-test was nine weeks). The results showed significant differences at post-tests favouring the experimental group in all the variables assessed. In conclusion, the results from the present study provided support for the use of gamification in physical education since it was associated with increased levels of students' intrinsic motivation, basic psychological needs and intention to be physically active more than a traditional approach. Therefore, gamification could be considered a positive pedagogical framework for secondary physical education. Nevertheless, more studies with larger variability in contexts, participants and content are needed.
ISSN:1356-336X
DOI:10.1177/1356336X211052883