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Boosting Student's Motivation through Gamification in Physical Education.
Víctor Javier Sotos-Martínez1,2, Juan Tortosa-Martínez3, Salvador Baena-Morales2,4
1Department of General and Specific Didactics, University of Alicante, 03690 Alicante, Spain.
Gamification significantly boosts elementary physical education students' motivation, enhancing intrinsic and external regulation. However, it did not reduce amotivation, highlighting its specific benefits for student engagement.
Area of Science:
- Educational Psychology
- Physical Education
- Technology in Education
Background:
- Declining student motivation in traditional education settings necessitates innovative teaching strategies.
- Gamification is being explored as a method to enhance student engagement and motivation.
Purpose of the Study:
- To analyze the impact of gamification on the motivation levels of elementary school students in physical education.
- To investigate specific motivational variables affected by gamified interventions.
Main Methods:
- A quasi-experimental design involving 72 elementary students across two schools in Spain.
- Intervention group (n=35) participated in 10 gamified physical education sessions using ClassDojo, integrating Project-Based Learning (PBL) and Mechanics, Dynamics, and Aesthetics (MDA) models.
- Control group (n=37) received traditional instruction. Motivation was assessed pre- and post-intervention using the "Motivation Questionnaire in Physical Education" (CMEF-EP).
Main Results:
- The gamified group showed significant increases in intrinsic motivation, identified regulation, introjected regulation, and external regulation (p < 0.001 for most).
- Amotivation levels did not significantly change in the gamified group (p = 0.120).
- The control group exhibited no significant changes in motivation. A significant interaction effect over time was observed for intrinsic motivation (p = 0.025).
Conclusions:
- Gamification is an effective strategy for increasing multiple facets of motivation in elementary physical education students.
- The intervention did not reduce amotivation, suggesting a need for complementary strategies.
- Findings support the use of gamification to enhance quality education, aligning with Sustainable Development Goal 4.
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