Department of Education Sciences, University of Zaragoza, Huesca, Spain.
Department of Musical, Plastic and Corporal Expression, University of Zaragoza, Zaragoza, Spain.
PLoS One. 2020 Apr 10;15(4):e0231269. doi: 10.1371/journal.pone.0231269. eCollection 2020.
One of the main objectives of Physical Education in elementary schools is to encourage motivation so that the subject enhances academic performance and the practice of physical exercise. Didactic research should evaluate the effectiveness of educational methods to know if they are applicable, useful, and in what sense. Exergames are digital motor games that aim to stimulate players' motor skills. Gamification refers to the use of game-based elements in nongame contexts to motivate actions. This research evaluates a gamified exergaming intervention, designed to improve children's academic performance by focusing on understanding applicability and usefulness. A natural experiment was set up in schools according to a mixed methods design. The qualitative data herein reported were collected during a natural experiment with a nonrandomized controlled design. The qualitative research design was used with field notes, an open-questions questionnaire, individual semi-structured interviews and focus group interviews. Eight teachers and 417 students took part. A content analysis was chosen as the methodological orientation. The facilitators were the realism of their didactic design and their adaptability to different educational contexts. The main barriers were the required materials and facilities. Teachers and students' attitudes were very positive, although future use was inconclusive. These findings may imply that this study is one of the few to provide positive evidence for educational gamification. The "Mechanics-Dynamics-Aesthetics" gamification model and the "Just Dance Now" exergame may be applicable and useful for didactics in Physical Education, but all the participants' suggestions need to be considered to improve teaching interventions.
小学体育教育的主要目标之一是鼓励学生的学习动机,使体育课程能够提高学生的学习成绩和体育锻炼的习惯。教学研究应评估教育方法的有效性,以了解它们是否适用、有用以及在何种意义上有用。健身游戏是旨在激发玩家运动技能的数字运动游戏。游戏化是指在非游戏情境中使用基于游戏的元素来激励行为。本研究评估了一种游戏化的健身游戏干预措施,旨在通过关注理解适用性和有用性来提高儿童的学习成绩。根据混合方法设计,在学校中进行了自然实验。本文报告的定性数据是在一项非随机对照设计的自然实验中收集的。定性研究设计采用现场记录、开放式问题问卷、个人半结构化访谈和焦点小组访谈。有 8 名教师和 417 名学生参与了这项研究。选择内容分析作为方法论方向。促进因素是其教学设计的现实性和对不同教育环境的适应性。主要障碍是所需的材料和设施。教师和学生的态度非常积极,尽管未来的使用情况仍不确定。这些发现可能意味着,这项研究是少数提供教育游戏化积极证据的研究之一。“机械-动力-美学”游戏化模型和“舞力全开现在”健身游戏可能适用于体育教育的教学,但需要考虑所有参与者的建议,以改进教学干预措施。