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.
The application of gamified learning in physical education is becoming increasingly popular. The aim of this work was to compare the effects of gamification versus traditional methodology to check whether there were differences in the attitudes of the students. A quasi-experimental design study was carried out. The sample consisted of 66 students in Secondary Education. Three questionnaires, POSQ (Perception of Success), BPN (Basic Psychological Needs) and CCDEF (Disruptive Behaviour in Physical Education), were used in both groups before and after carrying out each proposal. Firstly, an independent samples Student’s t-test was performed. The results showed significant final differences in all variables except two: competence (p = 0.068) and aggressiveness (p = 0.136). Secondly, a paired samples t-test was performed. In this case, the control group showed a significant decrease in the variables task orientation (p = 0.004) and autonomy (p < 0.001). According to the experimental group, all variables showed significant differences (p < 0.05), except for two, competence (p = 0.223) and aggressiveness (p = 0.056). Therefore, it was concluded that, with the gamified learning, the students expressed higher levels of task orientation, all BPNs and lower levels of disruptive behaviours than the students who were subjected to the traditional methodology. This kind of intervention can help to improve the quality of education as set out in the SDGs through Quality Education.
The ubiquity of digital technology in society and school demands that teachers and students explore various pedagogical approaches to make use of those technologies in a fruitful way in order to enhance students’ educational outcomes. One approach emerging in the field of physical education (PE) is the pedagogical approach called flipped classroom (FC). The first purpose of this study was to assess the effects of the application of an FC approach on 284 Spanish secondary PE students regarding learning of the conceptual content of the activity itself, in this case volleyball. The second purpose was to assess how this intervention affected their motivation from an SDT perspective. Through a quantitative approach, positive results were found regarding the positive development of autonomous motivation and cognitive learning among students following an FC approach. These results were compared to a control group following a traditional approach to PE, highlighting the relevance of the methodology applied. The findings of the present study would be valuable for policymakers and stakeholders looking to promote the integration of digital technology into PE as part of enhancing the outcomes of PE for all students and thus contributing to quality and sustainable education.
Este artículo de investigación pretende indagar en las creencias y prácticas del profesorado en torno a la integración de tecnología digital para el desarrollo de competencias genéricas en estudiantes de grado universitario, en el contexto de un proyecto de innovación curricular, bajo el modelo de aula inversa, en una universidad privada chilena. Para ello se optó por un enfoque cualitativo y etnografía virtual, analizándose la narrativa de 45 docentes en los foros registrados en un entorno virtual. Los resultados muestran que la mayoría de docentes utiliza presentaciones PowerPoint y el correo electrónico, como recursos tecnológicos en su praxis (84,44 % y 77,77 %, respectivamente). En cuanto al estilo de enseñanza, sigue predominando la clase expositiva. De esta investigación, se concluye que existe una relación directa entre las creencias docentes y la integración de tecnología digital en el currículo educativo.
El proceso de enseñanza y aprendizaje está muy determinado por la motivación y el ambiente de aprendizaje. La motivación y el ambiente de aprendizaje, dentro de la educación, dependen mucho de las metodologías educativas que se implementan en los centros educativos. El objetivo de este trabajo es comparar la motivación y el estado de Flow entre la estrategia metodológica Flipped Classroom y una metodología tradicional. Para ello se llevó a cabo un estudio de diseño cuasiexperimental, con selección de la muestra no probabilística e intencional. 103 alumnos universitarios participaron en el estudio, divididos en un grupo experimental (Flipped Classroom) y un grupo control (metodología tradicional). La motivación y el estado de Flow se evaluaron antes de comenzar la impartición de lecciones relacionadas con la asignatura: “Didáctica de la Educación Física” y al finalizar la misma (cuatro meses). Se utilizaron los cuestionarios de metas de logro 2x2 (Guan et al., 2006) y DREEM (Herrera et al., 2015). Para determinar si existían diferencias iniciales y finales entre los grupos se realizó la prueba T-Student de muestras independientes. Para observar las diferencias intragrupo (pre vs pos-test) se utilizó una prueba T-Student para muestras relacionadas. Los resultados muestran que existen diferencias significativas entre el grupo de control y el grupo experimental en las variables aproximación/maestría (p < .001), enseñanza (p = .003) y aprendizaje (p = .05). Con la metodología Flipped Classroom el alumnado presenta niveles en la motivación y en el estado de Flow superiores al alumnado que imparte una metodología tradicional. Summary. The teaching and learning process is highly determined by motivation and the learning environment. The motivation and the learning environment, within education, both of them depend a lot on the educational methodologies that are implemented in educational centers. The objective of this work is to compare the motivation and the state of Flow between the Flipped Classroom methodological strategy and a traditional methodology. For this reason, a quasi-experimental design study was carried out, with a selection of the non-probabilistic and intentional sample. 103 university students participated in the study, divided into an experimental group (Flipped Classroom) and a control group (traditional methodology). The motivation and the state of Flow were evaluated before the beginning of the lessons related to the subject: "Physical Education Didactics" and at the end of it (four months later). The 2x2 achievement goal questionnaires (Guan et al., 2006) and DREEM (Herrera et al., 2015) were used. To determine if there are initial and final differences between the groups, the T-Student test was performed on independent samples. To observe intra-group differences (pre vs. post-test), a T-Student test was detected for related samples. The results found that there are differences between the control group and the experimental group in the variables approach/mastery (p < .001), teaching (p = .003) and learning (p = .05). With the Flipped Classroom methodology, students have higher levels of motivation and Flow status than students who teach a traditional methodology.
Introducción: El propósito de la presente investigación es la de identificar como los juegos con competición y los juegos cooperativos afectan a la motivación del alumnado en las clases de educación física, en la etapa de la educación secundaria obligatoria. Método: Se ha recopilado la información científica necesaria en bases de datos como Pubmed, Google Scholar, Dialnet, Scopus y Web of Science. Para obtener los datos se ha llevado a cabo el cuestionario de motivación en las clases de educación física (CMEF) en un instituto de educación secundaria obligatoria de la ciudad de Alicante. Resultados: Se observaron mejoras en la motivación intrínseca en todos los grupos de trabajo. También se observaron diferencias significativas en el aumento de la motivación intrínseca del alumnado que realizó los juegos con competición. Conclusiones: Los juegos son una buena herramienta para mejorar la motivación del alumnado y los juegos con competición mejoran significativamente la motivación intrínseca en los estudiantes. Summary. Introduction: The purpose of this research is to identify how competitive and cooperative games affect students’ motivation in Physical Education classes, at the stage of compulsory secondary education. Method: The necessary scientific information has been collected in databases such as Pubmed, Google Scholar, Dialnet, Scopus, and Web of Science. In order to obtain the data, the motivation questionnaire in Physical Education classes (CMEF) was applied in a compulsory secondary school in the city of Alicante. Results: Intrinsic motivation improvements were observed in all work groups. Significant differences were also observed in the increase of students’ intrinsic motivation who performed games with competition. Conclusions: Games are a good tool to improve student’s motivation, and competitive games significantly enhance intrinsic motivation in students.