Gamification is a strategy using games, a playful context that motivates, the use of gamification in Physical Education incorporates playful elements motivating learning, promotes teamwork and facilitates the transfer of knowledge. Gamification processes implement a scoring system to observe student progress, according to their progress they overcome achievements to reach the achievement of learning goals; our study objective was to analyze how gamification affects motivation during the learning of Physical Education. An intervention program was applied with gamification games to increase motivation, which lasted six months, the sample consisted of 65 students; the AMPET test of achievement motivation for learning in physical education was used as an instrument. The post-intervention results in the learning commitment obtained a maximum value of 4.8, with which it is assumed that the students present a good motivational climate for learning, as for the post-intervention perceived motor competence a maximum value of 5 was obtained, with which it can be affirmed that the students present a significant improvement in the perceived motor competence. Finally, the post-intervention values related to the error anxiety factor and stressful situations show lower scores, i.e., the motivational climate improved with the application of gamification games.

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Gamification and its effect on Motivation for Learning in Physical Education

  • Oscar-Gabriel Villacis-Bedon,
  • Julio-A. Mocha-Bonilla

摘要

Gamification is a strategy using games, a playful context that motivates, the use of gamification in Physical Education incorporates playful elements motivating learning, promotes teamwork and facilitates the transfer of knowledge. Gamification processes implement a scoring system to observe student progress, according to their progress they overcome achievements to reach the achievement of learning goals; our study objective was to analyze how gamification affects motivation during the learning of Physical Education. An intervention program was applied with gamification games to increase motivation, which lasted six months, the sample consisted of 65 students; the AMPET test of achievement motivation for learning in physical education was used as an instrument. The post-intervention results in the learning commitment obtained a maximum value of 4.8, with which it is assumed that the students present a good motivational climate for learning, as for the post-intervention perceived motor competence a maximum value of 5 was obtained, with which it can be affirmed that the students present a significant improvement in the perceived motor competence. Finally, the post-intervention values related to the error anxiety factor and stressful situations show lower scores, i.e., the motivational climate improved with the application of gamification games.