TY - JOUR
T1 - THE INFLUENCE OF GAMIFICATION ON THE TYPE OF STUDENT MOTIVATION IN PHYSICAL EDUCATION
AU - Montiel-Ruiz, Francisco José
AU - Calderón, Antonio
N1 - Publisher Copyright:
© 2025, Universidad Catolica San Antonio Murcia. All rights reserved.
PY - 2025/9/29
Y1 - 2025/9/29
N2 - Play is a fundamental activity within socialization processes and serves as an intrinsic component of culture. It also functions as an educational resource underpinning two pedagogical methodologies: gamification and game-based learning. Although these terms have often been used interchangeably, they differ significantly in both characteristics and objectives. This study aimed to examine the impact of a gamified educational intervention, implemented over an entire academic year, on students’ motivational profiles. A quantitative quasi-experimental pre-post design was employed. The Behavioral Regulation in Exercise Questionnaire-3 (BREQ-3) was used to assess changes in students’ levels of self-determined motivation. Participants included 224 students (121 girls and 103 boys) from seven 1st-year Baccalaureate and five 4th-year ESO classes. The core gamification element involved a collective scoreboard in Physical Education, where students earned points cooperatively. Results from the Wilcoxon test indicated a statistically significant improvement in introjected regulation (p = .002) with a small effect size (d =-0.321). The findings suggest that gamification primarily enhances extrinsic forms of motivation among students.
AB - Play is a fundamental activity within socialization processes and serves as an intrinsic component of culture. It also functions as an educational resource underpinning two pedagogical methodologies: gamification and game-based learning. Although these terms have often been used interchangeably, they differ significantly in both characteristics and objectives. This study aimed to examine the impact of a gamified educational intervention, implemented over an entire academic year, on students’ motivational profiles. A quantitative quasi-experimental pre-post design was employed. The Behavioral Regulation in Exercise Questionnaire-3 (BREQ-3) was used to assess changes in students’ levels of self-determined motivation. Participants included 224 students (121 girls and 103 boys) from seven 1st-year Baccalaureate and five 4th-year ESO classes. The core gamification element involved a collective scoreboard in Physical Education, where students earned points cooperatively. Results from the Wilcoxon test indicated a statistically significant improvement in introjected regulation (p = .002) with a small effect size (d =-0.321). The findings suggest that gamification primarily enhances extrinsic forms of motivation among students.
KW - game-based learning
KW - Gamification
KW - motivation
KW - Secondary Education. Resumen
KW - self-determination theory
UR - https://www.scopus.com/pages/publications/105018084481
U2 - 10.12800/ccd.v20i65.2330
DO - 10.12800/ccd.v20i65.2330
M3 - Article
AN - SCOPUS:105018084481
SN - 1696-5043
VL - 20
JO - Cultura, Ciencia y Deporte
JF - Cultura, Ciencia y Deporte
IS - 65
M1 - 2330
ER -