Mostrar el registro sencillo del ítem

Artículo

dc.creatorFernández Río, Javieres
dc.creatorZumajo Flores, Marces
dc.creatorFlores Aguilar, Gonzaloes
dc.date.accessioned2022-05-16T09:58:56Z
dc.date.available2022-05-16T09:58:56Z
dc.date.issued2022
dc.identifier.citationFernández Río, J., Zumajo Flores, M. y Flores Aguilar, G. (2022). Motivation, basic psychological needs and intention to be physically active after a gamified intervention programme. European Physical Education Review (EPER), 28 (2), 432-445.
dc.identifier.issn1356-336Xes
dc.identifier.issn1741-2749es
dc.identifier.urihttps://hdl.handle.net/11441/133322
dc.description.abstractThe aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14±0.1 years) enrolled in two classes in the same high school participated. The school administration (totally anonymous to the study) distributed all the students among the two classes and the research team randomly considered one the experimental group (n =27, 13 boys, 14 girls), which experienced a gamified learning unit, and the other the comparison group (n =27, 15 boys, 12 girls), which followed a traditional instructional approach. Both study groups had the same physical education teacher with training and experience on several pedagogical approaches, including gamification. The study followed a pretest, post-test quasi-experimental research design (the time lag between pre-test and post-test was nine weeks). The results showed significant differences at post-tests favouring the experimen tal group in all the variables assessed. In conclusion, the results from the present study provided support for the use of gamification in physical education since it was associated with increased levels of students’ intrinsic motivation, basic psychological needs and intention to be physically active more than a traditional approach. Therefore, gamification could be considered a positive pedagogical framework for secondary physical education. Nevertheless, more studies with larger variability in contexts, participants and content are needed.es
dc.formatapplication/pdfes
dc.format.extent14 p.es
dc.language.isoenges
dc.publisherSAGE Publicationses
dc.relation.ispartofEuropean Physical Education Review (EPER), 28 (2), 432-445.
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGamificationes
dc.subjectPhysical educationes
dc.subjectSecondary educationes
dc.subjectMotivationes
dc.titleMotivation, basic psychological needs and intention to be physically active after a gamified intervention programmees
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Educación Física y Deportees
dc.identifier.doi10.1177/1356336X211052883es
dc.journaltitleEuropean Physical Education Review (EPER)es
dc.publication.volumen28es
dc.publication.issue2es
dc.publication.initialPage432es
dc.publication.endPage445es

FicherosTamañoFormatoVerDescripción
Motivation, basic psychological ...967.5KbIcon   [PDF] Ver/Abrir  

Este registro aparece en las siguientes colecciones

Mostrar el registro sencillo del ítem

Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Excepto si se señala otra cosa, la licencia del ítem se describe como: Attribution-NonCommercial-NoDerivatives 4.0 Internacional