Game-Based Learning and Gamification in Physical Education: A Systematic Review

Author:

Camacho-Sánchez Rubén1ORCID,Manzano-León Ana2,Rodríguez-Ferrer José Miguel3ORCID,Serna Jorge4ORCID,Lavega-Burgués Pere1ORCID

Affiliation:

1. Motor Action Research Group (GIAM), INDEST, Institut Nacional d’Educació Física de Catalunya (INEFC), Universitat de Lleida (UdL), 25192 Lleida, Spain

2. Department of Developmental and Educational Psychology, Universidad de Almería (UAL), 04120 Almería, Spain

3. Department of Developmental and Educational Psychology, Universidad de Jaén (UJA), 23071 Jaén, Spain

4. INDEST, Institut Nacional d’Educació Física de Catalunya (INEFC), Universitat de Lleida (UdL), 25192 Lleida, Spain

Abstract

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.

Publisher

MDPI AG

Subject

Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation

Reference68 articles.

1. Digital Natives, Digital Immigrants Part 1;Prensky;Horizon,2001

2. Towards a Contemporary and Comprehensive Theory of Learning;Illeris;Int. J. Lifelong Educ.,2003

3. Teachers’ Motivation to Participate in Training and to Implement Innovations;Gorozidis;Teach. Teach. Educ.,2014

4. The Effects of Gamification-Based Teaching Practices on Student Achievement and Students’ Attitudes toward Lessons;Yildirim;Internet High. Educ.,2017

5. Gamifying the Flipped Classroom: How to Motivate Chinese ESL Learners?;Ho;Innov. Lang. Learn. Teach.,2019

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3