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Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment
Computers & Education ( IF 8.9 ) Pub Date : 2020-07-01 , DOI: 10.1016/j.compedu.2020.103874
Alejandro Quintas , Juan-Carlos Bustamante , Francisco Pradas , Carlos Castellar

Abstract The physical effects of exergaming have been proven, but less is known about the psychological effects in elementary schools that make exergames an effective educational tool. The application of gamification to education is still an emerging practice that has been barely studied. The aim of this study was to analyse the effects of a gamified exergaming intervention in Physical Education classes in primary schools on psychological variables like motivation, flow, basic psychological needs and academic performance. A natural experiment with a non-randomised controlled design was run. The participants were recruited from four schools (n = 417), and received traditional didactic intervention or a gamified exergaming intervention. Both lasted 1 month. The results showed better positive gamified exergaming effects on basic psychological needs, academic performance and some flow dimensions. No interaction effects were found in intrinsic motivation, external regulation and amotivation, although specific improvements in the gamified exergaming group are discussed. The Mechanics-Dynamics-Aesthetics gamification model and the Just Dance Now exergame may be resources capable of producing positive psychological effects on school-based Physical Education.

中文翻译:

小学体育教学中游戏化教学法的心理影响:来自自然实验的结果

摘要 运动游戏对身体的影响已经得到证实,但对小学心理影响使运动游戏成为一种有效的教育工具却知之甚少。游戏化在教育中的应用仍然是一种鲜为人知的新兴实践。本研究的目的是分析小学体育课游戏化运动干预对动机、心流、基本心理需求和学业成绩等心理变量的影响。进行了具有非随机控制设计的自然实验。参与者来自四所学校(n = 417),并接受传统的教学干预或游戏化的运动干预。两者都持续了1个月。结果表明,游戏化对基本心理需求的积极影响更好,学业成绩和一些流量维度。尽管讨论了游戏化运动游戏组的具体改进,但在内在动机、外部调节和动机方面没有发现交互作用。Mechanics-Dynamics-Aesthetics 游戏化模型和 Just Dance Now exergame 可能是能够对校本体育产生积极心理影响的资源。
更新日期:2020-07-01
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