The effects of gamification on the motivation and basic psychological needs of secondary school physical education students
Gamification is a novel active methodology used in Physical Education to motivate students. Purpose: This study analyzed the impact of this method on the motivation of Compulsory Secondary Education students in Spain during an 8-session Physical Education Didactic Unit. A total of 275 students parti...
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Published in | Physical education and sport pedagogy Vol. 29; no. 2; pp. 160 - 176 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Abingdon
Routledge
03.03.2024
Taylor & Francis Ltd |
Subjects | |
Online Access | Get full text |
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Summary: | Gamification is a novel active methodology used in Physical Education to motivate students. Purpose: This study analyzed the impact of this method on the motivation of Compulsory Secondary Education students in Spain during an 8-session Physical Education Didactic Unit.
A total of 275 students participated, divided into a gamified group (n = 133) and a control group (n = 142). The participants filled out 2 questionnaires, one aimed at assessing Basic Psychological Needs (BPNs) (Basic Psychological Needs in Exercise Scale) and the other at measuring the motivational component (The Sport Motivation Scale).
An interaction effect (Time x Treatment) was found, with the gamified group improving in BPNs (autonomy (F(1) 57.97, p = <0.001; η
2
p
= 0.175); competence (F(1) 37.28, p = <0.001; η
2
p
= 0.120); relatedness (F(1) 51.49, p = <0.001; η
2
p
= 0.159), and intrinsic motivation (F(1) 39.65, p = <0.001; η
2
p
= 0.127), while decreasing in amotivation (F(1) 21.42, p = <0.001; η
2
p
= 0.073)).
These data suggest that a gamified intervention enhances the satisfaction of the basic psychological needs, increases intrinsic motivation, while decreases amotivation in secondary education students. |
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ISSN: | 1740-8989 1742-5786 |
DOI: | 10.1080/17408989.2022.2039611 |