School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou 450001, China.
Department of Physical Education, Sangmyung University, Seoul 390-711, Korea.
Int J Environ Res Public Health. 2021 Jan 31;18(3):1267. doi: 10.3390/ijerph18031267.
In this study, the impacts of sports gamification on college students' learning motivation and learning performances were explored by training students majoring in physical education to play tennis. A total of 150 students from a physical education college were selected to participate in this experimental teaching, and they were divided into the experimental group (EG) and the control group (CG). Based on the above purposes, the differences in the teaching methods and teaching objectives of the EG and the CG is that the former uses games as a key method in tennis teaching. All participants were asked to complete questionnaires, with the purpose of evaluating the learning motivation of tennis before and after sports game intervention. Additionally, the differentiated learning motivation and learning performance between EG and CG before and after experimental teaching was tested and evaluated. Results demonstrate that students in the EG have significantly increased their intrinsic motivation and introjected regulation, thereby showing better results than CG in key test items. In addition, the above result reveals the positive role of sports gamification in promoting the learning motivation and performance of college students.
本研究通过对体育教育专业学生进行网球培训,探讨了体育游戏化对大学生学习动机和学习成绩的影响。共有 150 名体育学院学生参与了这项实验教学,他们被分为实验组(EG)和对照组(CG)。基于上述目的,EG 和 CG 的教学方法和教学目标存在差异,前者将游戏作为网球教学的关键方法。所有参与者都被要求完成问卷,以评估体育游戏干预前后对网球学习的动机。此外,还测试和评估了实验教学前后 EG 和 CG 之间差异化的学习动机和学习成绩。结果表明,实验组学生的内在动机和认同调节显著提高,因此在关键测试项目中表现优于对照组。此外,上述结果揭示了体育游戏化在促进大学生学习动机和成绩方面的积极作用。