The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educational levels, variables, dynamics, and types of games; and to determine the advantages of implementing these games in the classroom. A systematic review is proposed utilising the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology across five multidisciplinary databases by conducting an exhaustive search with inclusion and exclusion criteria, examining quantitative experimental studies exploring the use of gamification and GBL in physical education. The results identify GBL and gamification as significant learning methods due to their impact on student motivation, academic performance, and commitment to improving health and physical performance. Consequently, this study implies that more research is needed on the needs and challenges of students when they are learning through GBL or gamification.
2 October 2014 in Research Quarterly for Exercise and Sport
Purpose: The aims of this study were to analyze the intensity of emotions (positive, negative, or ambiguous) produced when players took part in traditional games with a different social structure and to examine the explanations given by those participants for these emotional experiences. Method: Participants (N = 556) were recruited from 4 Spanish universities. After taking part in each of the games, they were asked to complete the Games and Emotions Questionnaire to indicate the intensity of their emotional experiences and to explain what, in their view, had led to the strongest emotion felt. Results: The application of a mixed-methods approach identified statistically significant differences in relation to 3 variables. These were (a) the type of emotion, (b) motor domain, and (c) type of result (win, loss, and noncompetitive). The intensity of positive emotions was higher in cooperative games and lower in individual games. Comments referring to negative emotions were more frequent as the social structure of games became more complex (minimal presence of individual games and predominance of cooperation-opposition games). Winning was associated with the highest intensity ratings of positive and ambiguous emotions, whereas being defeated produced the highest values for negative emotions. The intensity ratings for negative emotions were lower in noncompetitive games than in games where players lost. Conclusion: The results confirm that traditional games can play a key role in relation to the emotional facets of physical education.
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of whom 38 were in the experimental group. Three measurement instruments have been used: an evaluative test to measure academic performance, the Questionnaire on Motivation for Cooperative Playful Learning Strategies (CMELAC) and a questionnaire with three open-ended questions, which complement the measurement of motivation. This analysis is conducted using independent sample t-tests. We undertook a Bonferroni adjustment to the alpha level (new p = 0.017). The results show significant differences in academic performance between the control and experimental groups. Motivation shows high values among all participants. No significant differences were found between the two experimental subgroups when the competition was added to the dynamics. In conclusion, the results of the present study support the gamified DGBL method as an exciting teaching tool that corresponds to students’ active learning and provide valuable immediate feedback on students’ attempts, improvements in academic performance and a high level of motivation.
This work studied if decision-making differences between girls and boys existed in different versions of the traditional game called la pelota sentada according to their roles, sub-roles (decisions), valence (cooperation or opposition) and level of adjustment (effectiveness) of motor behaviours. One hundred and twelve compulsory secondary education and further education pupils took part in the study. The age range was 12 to 17 years (M = 14.2; SD = 2.2). The observational design was nomothetic, one-time and multidimensional. A mixed system of registration “ad hoc” was designed. Univariate analyses were performed using contingency tables, and for multivariate analysis the CHAID classification tree statistical technique was used. The study enabled us to assess the effectiveness of the players’ motor behaviour types and to expose a system of asymmetrical motor relationships underlying the superficial view of a motor game. The study verified decisions, asymmetric motor relations and different effectiveness in the behaviour of girls and boys.
International organizations such as the UN and UNESCO set priority goals for education in the 21st century. This article shows the educational contribution of the Traditional Sporting Game (TSG) of Bear Guardian and Hunters that involves the three-chained roles. The three roles test players who share a unique social interaction ritual. This study was part of a training experience for university students in physical activity and sports sciences in the theory and practice of motor games subject at INEFC, University of Lleida (Spain). This research investigated the emotional intensity in these three roles, the emotional meaning units, and their correspondence with the emotional triad. This study is a mixed-methods research. After playing the game involved, 131 university students (46 women and 85 men) aged 18–35 years (M = 20.19, SD = 2.42) answered the validated GES-II scale indicating the intensity and causes of five basic emotions. The data were analyzed using different strategies (qualitative data: content analysis; quantitative data: descriptive statistical analysis, inferential and association rules). The methodology employed has revealed part of this game’s secret (intimate and subjective) code: the affectivity invisible to external observation. Among the findings, we highlight: (a) each role originates different intensities and units of emotional meaning; (b) the three roles feedback, need and complement each other in this socio-affective network of interdependent relationships; (c) the Bear is the central role of the game. The emotional meanings concerning the motor aggression of the Bear operate as a magnet that attracts four itineraries of association rules of meanings and emotional triads. In the hands of intelligent, prepared and sustainable teachers, this game can help students learn to live together and educate them to control and respectfully channel motor aggression. In this way, students will be active actors in the process of civilization in favor of sustainable development.
UNESCO in the 2030 agenda for sustainable development establishes respect for the environment and sustainability education as key elements for the challenges of society in the coming years. In the educational context, physical education can have a vital role in sustainability education, through Traditional Sporting Games (TSG). The aim of this research was to study from an ethnomotor perspective the different characteristics of two different groups of TSG (with and without objects) in the Canary Islands, Spain. The corpus of this investigation was made up of 513 TSG, identified by two analysis techniques and collected in a database. The categories corresponding to the variables of the internal logic of the game were the type of motor interaction, related to space, relationships with time (competition), and relationships with objects. The study also examined the variables of external logic or sociocultural conditions such as the protagonists, playing areas, and game moments. The data analysis was carried out using descriptive and inferential statistics: cross-tables, effect sizes, classification trees (CHAID), and the identification of frequency areas. Of the total number of playful activities identified (n = 664), most were physical activities (n = 513/664; 77.26%) (non-physical activities: n = 151/664; 22.74%). These activities were Quasi-games without rules (n = 87) and TSG (n = 426) as well as activities with Objects (n = 299) and without material (n = 214). This research confirms that the TSG in the Canary Islands is a mirror of traditional culture and, from a pedagogical approach, shows great potential for material and social sustainability.