Gamificación en educación física. Revisión sistemática
- Hernández, A. J. 1
- Sánchez-Alcaraz Martínez, B.J. 1
- Alfonso-Asencio, M. 2
- Hellín Martínez, M. 1
-
1
Universidad de Murcia
info
-
2
Universidad Internacional Isabel I de Castilla
info
ISSN: 1989-6247
Year of publication: 2022
Volume: 14
Issue: 1
Pages: 1-20
Type: Article
More publications in: Trances: Transmisión del conocimiento educativo y de la salud
Abstract
The aim of this work is to carry out a systematic review related to gamification in Physical Education in the stages of Primary Education, Secondary Education and Baccalaureate in different schools and institutes. A search was carried out in the following databases: Web of Science and Scopus. The keywords used were: “Active Methodology”, “Sport” and “Students“ or Metodologías activas”, “Deporte” y “Estudiantes”. We only collected: (a) studies that applied a programme based on gamification in Physical Education, (b) studies published since 2010, (c) original studies, (d) peer-reviewed studies and we eliminated all those that were repeated or that in the context were not intended for Physical Education. Following these inclusion parameters, a total of 14 studies were obtained. The results of these studies have shown a much higher motivation on the part of students to participate in class, improve healthy behaviours and above all motivation, as well as to develop creative thinking and improve their physical abilities. The results of this systematic review can be a reference to teachers to highligthed the different charactersitics of gamifying their Physical Education classes.
Bibliographic References
- 1. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Journal of Educational Technology & Society, 18(3), 75-88.
- 2. Fernández-Rio, J. (2019). Gamificando la Educación Física. Ovideo: Servicio de Publicaciones de la Universidad de Oviedo.
- 3. Fernández-Rio, J., De las Heras, E., González, T., Trillo, V., & Palomares, J. (2020). Gamification and physical education. Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253
- 4. García, J.B, y Riquelme, F (2020). Educar para ser: El reto de acompañar en busca de sentido. Madrid: Innovación educativa.
- 5. González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & MarreroGordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, 529-551. https://doi.org/10.1016/j.chb.2015.08.052
- 6. González, L. E. Q., Jiménez, F. J., & Moreira, M. (2018). Beyond the textbook. Gamification through ITC as an innovative alternative in Physical Education. Retos,34, 343-348. https://doi.org/10.47197/retos.v0i34.65514
- 7. Gray, S. I., Robertson, J., Manches, A., & Rajendran, G. (2019). BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human-Computer Studies, 127, 124-149. https://doi.org/10.1016/j.ijhcs.2018.08.004
- 8. León-Díaz, Ó., Martínez-Muñoz, L. F., y Santos-Pastor, M. L. (2019). Gamificación en Educación Física: Un análisis sistemático de fuentes documentales. Revista Iberoamericana de Ciencias de la Actividad Física y el Deporte, 8(1), 110-124. https://doi.org/10.24310/riccafd.2019.v8i1.5791
- 9. López-Faicán, L., & Jaen, J. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education, 149, 103814. https://doi.org/10.1016/j.compedu.2020.103814
- 10. Marín-Santiago, I. (2018). ¿Jugamos?: Cómo el aprendizaje lúdico puede transformar la educación. Barcelona: Paidós.
- 11. Marín, I., y Hierro, E. (2013). Gamificación. El poder del juego en la gestión empresarial y la conexión con los clientes. Barcelona: Empresa Activa.
- 12. Melero-Cañas, D., Morales-Baños, V., Manzano-Sánchez, D., Navarro-Ardoy, D., & Valero-Valenzuela, A. (2021). Effects of an Educational Hybrid Physical Education Program on Physical Fitness, Body Composition and Sedentary and Physical Activity Times in Adolescents: The Seneb’s Enigma. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.629335
- 13. Monguillot Hernando, M., González Arévalo, C., Zurita Mon, C., Almirall Batet, L., & Guitert Catasus, M. (2015). Play the Game: gamification and healthy habits in physical education. Apunts educación física y deportes, 119, 71-79. https://doi.org/10.5672/apunts.2014-0983.es.(2015/1).119.04
- 14. Parra-González, M., Segura-Robles, A., & Gómez-Barajas, E. (2020). Assessing Gamified Experiences in Physical Education Teachers and Students. International Journal of Educational Research and Innovation, 13, 166-176.
- 15. Pourabbasi, A., Amirkhani, M., & Nouriyengejeh, S. (2020). “Playing with little behaviors”; physical activity promotion by gamified education in young boys. International Journal of Preventive Medicine,11.
- 16. Pueyo, A. P., y Hortigüela, D. (2020). ¿Y si toda la innovación no es positiva en Educación Física? Reflexiones y consideraciones prácticas. Retos, 37, 579- 587. https://doi.org/10.47197/retos.v37i37.74176
- 17. Quintas, A., Bustamante, J.-C., Pradas, F., & Castellar, C. (2020). Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment. Computers & Education, 152, 103874. https://doi.org/10.1016/j.compedu.2020.103874
- 18. Quintas-Hijós, A., Peñarrubia-Lozano, C., & Bustamante, J. C. (2020). Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment. PLOS ONE, 15(4), e0231269. https://doi.org/10.1371/journal.pone.0231269
- 19. Rodríguez, J. C. E., & Martín-Acosta, F. (2019). Análisis bibliográfico de la gamificación en Educación Física. Revista Iberoamericana de Ciencias de La Actividad Física y El Deporte, 8(1), 97-109. https://doi.org/10.24310/riccafd.2019.v8i1.5770
- 20. Segura-Robles, A., Fuentes-Cabrera, A., Parra-González, M. E., & LópezBelmonte, J. (2020). Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.01103
- 21. Valero-Valenzuela, A., García, D. G., Camerino, O., y Manzano, D. (2020). Hibridación del modelo pedagógico de responsabilidad personal y social y la gamificación en educación física. Apunts. Educación física y deportes, 3(141), 63-74.
- 22. Villasana, M. V., Pires, I. M., Sa, J., García, N. M., Teixeira, M. C., Zdravevski, E., Chorbev, I., & Lameski, P. (2020). Promotion of Healthy Lifestyles to Teenagers with Mobile Devices: A Case Study in Portugal. Healthcare, 8(3), 315. https://doi.org/10.3390/healthcare8030315