IDEAS home Printed from https://ideas.repec.org/a/gam/jijerp/v17y2020i12p4465-d374538.html
   My bibliography  Save this article

Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education

Author

Listed:
  • Alberto Ferriz-Valero

    (Department of General and Specifics Didactics, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Department of General and Specifics Didactics, Research Group in Physical Education, Fitness and Performance, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Research Group DiTePES: Digital Technology in Physical Education and Sports, NTNU-Norwegian University of Science and Technology, NO-7491 Trondheim, Norway)

  • Ove Østerlie

    (Research Group DiTePES: Digital Technology in Physical Education and Sports, NTNU-Norwegian University of Science and Technology, NO-7491 Trondheim, Norway
    Department of Teacher Education, Faculty of Social and Educational Science, NTNU-Norwegian University of Science and Technology, NO-7491 Trondheim, Norway)

  • Salvador García Martínez

    (Department of General and Specifics Didactics, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Department of General and Specifics Didactics, Research Group in Physical Education, Fitness and Performance, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Research Group DiTePES: Digital Technology in Physical Education and Sports, NTNU-Norwegian University of Science and Technology, NO-7491 Trondheim, Norway)

  • Miguel García-Jaén

    (Department of General and Specifics Didactics, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Department of General and Specifics Didactics, Research Group in Physical Education, Fitness and Performance, University of Alicante, 03690 San Vicente del Raspeig, Spain
    Research Group DiTePES: Digital Technology in Physical Education and Sports, NTNU-Norwegian University of Science and Technology, NO-7491 Trondheim, Norway)

Abstract

Gamification is an innovative pedagogical approach to addressing problems related to social behaviour, student motivation and academic performance at different educational stages. Therefore, this research aimed to analyse its impact on the motivations and academic performances of university students. The research was carried out in the training of future teachers specialising in physical education during two academic courses. In total, 127 students participated in the study, divided into a gamified experimental group ( n = 62) and a control group ( n = 65). The participants completed a questionnaire to assess motivation in physical education before and after the intervention and performed a final exam to assess academic performance. The results indicated an increase in external regulation in the experimental group only. Furthermore, this group achieved significantly better academic performance. The findings of this study suggest that gamified implementation is beneficial for academic performance at the university stage, even though intrinsic motivation does not change. Furthermore, the nature of rewards or punishments, as characteristic of this pedagogical approach, could play an important role in the expected results, since external regulation increased significantly after the intervention.

Suggested Citation

  • Alberto Ferriz-Valero & Ove Østerlie & Salvador García Martínez & Miguel García-Jaén, 2020. "Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education," IJERPH, MDPI, vol. 17(12), pages 1-16, June.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:12:p:4465-:d:374538
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/1660-4601/17/12/4465/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/1660-4601/17/12/4465/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Jesús López-Belmonte & Adrian Segura-Robles & Arturo Fuentes-Cabrera & María Elena Parra-González, 2020. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning," IJERPH, MDPI, vol. 17(7), pages 1-12, March.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Antonio Baena-Extremera & Pedro Jesús Ruiz-Montero & David Hortigüela-Alcalá, 2021. "Neuroeducation, Motivation, and Physical Activity in Students of Physical Education," IJERPH, MDPI, vol. 18(5), pages 1-5, March.
    2. Gonzalo Flores-Aguilar & María Prat-Grau & Jesús Fernández-Gavira & Antonio Muñoz-Llerena, 2023. "“I Learned More Because I Became More Involved”: Teacher’s and Students’ Voice on Gamification in Physical Education Teacher Education," IJERPH, MDPI, vol. 20(4), pages 1-17, February.
    3. Diego Fernández-Vázquez & Víctor Navarro-López & Roberto Cano-de-la-Cuerda & Domingo Palacios-Ceña & María Espada & Daniel Bores-García & José Manuel Delfa-de-la-Morena & Nuria Romero-Parra, 2024. "Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study," Sustainability, MDPI, vol. 16(4), pages 1-15, February.
    4. David Melero-Canas & David Manzano-Sánchez & Daniel Navarro-Ardoy & Vicente Morales-Baños & Alfonso Valero-Valenzuela, 2021. "The Seneb’s Enigma: Impact of a Hybrid Personal and Social Responsibility and Gamification Model-Based Practice on Motivation and Healthy Habits in Physical Education," IJERPH, MDPI, vol. 18(7), pages 1-14, March.
    5. Ion Ovidiu Panisoara & Iulia Lazar & Georgeta Panisoara & Ruxandra Chirca & Anca Simona Ursu, 2020. "Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress," IJERPH, MDPI, vol. 17(21), pages 1-28, October.
    6. Ana López-Martínez & Lourdes Meroño & María Cánovas-López & Antonio García-de-Alcaraz & Luis Manuel Martínez-Aranda, 2022. "Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables," Sustainability, MDPI, vol. 14(17), pages 1-14, September.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Tatjana Sidekerskienė & Robertas Damaševičius, 2023. "Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education," Sustainability, MDPI, vol. 15(9), pages 1-33, April.
    2. Ana López-Martínez & Lourdes Meroño & María Cánovas-López & Antonio García-de-Alcaraz & Luis Manuel Martínez-Aranda, 2022. "Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables," Sustainability, MDPI, vol. 14(17), pages 1-14, September.
    3. Antonio Baena-Extremera & Pedro Jesús Ruiz-Montero & David Hortigüela-Alcalá, 2021. "Neuroeducation, Motivation, and Physical Activity in Students of Physical Education," IJERPH, MDPI, vol. 18(5), pages 1-5, March.
    4. Guadalupe Molina-Torres & Irene Sandoval-Hernández & Carmen Ropero-Padilla & Miguel Rodriguez-Arrastia & Jesús Martínez-Cal & Manuel Gonzalez-Sanchez, 2021. "Escape Room vs. Traditional Assessment in Physiotherapy Students’ Anxiety, Stress and Gaming Experience: A Comparative Study," IJERPH, MDPI, vol. 18(23), pages 1-9, December.
    5. Johanna Andrea Navarro-Espinosa & Manuel Vaquero-Abellán & Alberto-Jesús Perea-Moreno & Gerardo Pedrós-Pérez & Maria del Pilar Martínez-Jiménez & Pilar Aparicio-Martínez, 2022. "Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions," IJERPH, MDPI, vol. 19(5), pages 1-20, February.
    6. Miao, Xiaoyu & Niu, Ben & Yang, Congcong & Feng, Yuanyue, 2023. "Examining the gamified effect of the blindbox design: The moderating role of price," Journal of Retailing and Consumer Services, Elsevier, vol. 74(C).

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jijerp:v:17:y:2020:i:12:p:4465-:d:374538. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.