A Gamified Experience in Physical Education
Abstract
Gamification consists of transferring the characteristics of the game to an educational-professional context, with the possibility of solving problems or improving the teaching and learning process. In physical education subject, gamification has emerged as a strategy to make sense of games and improve student satisfaction and their level of involvement in physical education lessons. For this reason, this article seeks to achieve the objectives of analyzing the degree of satisfaction of secondary education students in a gamified experience, as well as its advantages and disadvantages. Method: The methodology has been qualitative and descriptive where the information collected from the analyzed sample is analyzed, through a semi-structured interview that took place after the gamification experience in a public institute of Secondary Education in the province of Alicante. Results: A part of the results obtained have revealed a high satisfaction of the majority of the students in several of the emerging categories (fun, completing missions, teamwork and monitoring the progress of their learning) while others have shown a rejection towards the competition and the difficulty of the content. Conclusions: It can be concluded by pointing out that the gamified experience carried out has been satisfactory in the fact that it increases the student's interest and perception and that they are also learning and evolving during the game, as long as the content is well designed and its degree of difficulty is adequate and achievable for students.
References
Aznar-Díaz, I., Raso-Sánchez, F., Hinojo Lucena, M.A., & Romero Díaz de la Guardia. J.J. (2017). Percepciones de los futuros docentes respecto al potencial de la ludificación y la inclusión de los videojuegos en los procesos de enseñanza-aprendizaje. Educar, 11-28. Recuperado de: https://dialnet.unirioja.es/servlet/articulo?codigo=5793233
Cordero Brito, S. (2017). Críticas al sistema de gamificación en el ámbito social. ResearchGate. Recuperado de: https://doi.org/10.13140/RG.2.2.18218.82880
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. En Memorias del 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). Recuperado de: https://doi.org/10.1145/2181037.218040
Díaz Bravo, L.,Torruco García, U., Martínez Hernández, M., & Varela Ruiz, M. (2013). La entrevista, recurso flexible y dinámico. Investigación en Educación Médica, 2(7), 162-167. Recuperado de: https://www.redalyc.org/pdf/3497/349733228009.pdf
Dicheva, D. D. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 75–88. Recuperado de: https://eric.ed.gov/?id=EJ1070047
Espejo Garcés, T. G., Chacón Cuberos, R., Castro Sánchez, M., Martínez Martínez, A., Zurita Ortega, F., & Pinel Martínez, C. (2015). Análisis descriptivo del uso problemático y hábitos de consumo de los videojuegos con relación al género en estudiantes universitarios. RELATEC: Revista Latinoamericana de Tecnología Educativa, 14(3), 85-93. Recuperado de: https://doi.org/10.17398/1695-288X.14.3.85
Fernández Truán, J.C. (1996). Los materiales didácticos en la educación física. Pixel-Bit. Revista de Medios y Educación, 6, 77-96. Recuperado de: https://recyt.fecyt.es/index.php/pixel/article/view/61086
Ferriz-Valero, A., Østerlie, O., García Martínez, S., & García-Jaén, M. (2020). Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education. International Journal of Environmental Research and Public Health, 17(12), 4465. Recuperado de: https://doi.org/10.3390/ijerph17124465
Foncubierta, J. M., & Rodríguez, C. (2014). Didáctica de la gamificación en la clase de español. Madrid: Editorial Edinumen.
Geelan, B., de Salas, K., & Lewis, I. (2015). Improving Learning Experiences Through Gamification: A Case Study. Australian Educational Computing, 30(1). Recuperado de: http://journal.acce.edu.au/index.php/AEC/article/view/57
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. En P. o. Multimedia (Ed.), Hypermedia and Telecommunications 2013. AACE (pp. 1999-2008). Victoria, Canada.
González González, C.S., & Mora, A. (2015). Técnicas de gamificación aplicadas en la docencia de Ingeniería Informática. ReVisión, 1(8). Recuperado de: https://www.researchgate.net/publication/299169806
Hamari, J., Koivisto, J., & Sara, H. (enero de 2014). Does Gamification Work? In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, pp. 6-9.
Hernando, M. M., Arévalo, C. G., & Mon, C. Z. (2014). Play the Game: gamification and healthy habits in physical education. Apunts. Educación Física y Deportes, 71-79. Recuperado de: http://dx.doi.org/10.5672/apunts.2014-0983.es.(2015/1).119.04
Kapp, K. (2012). The gamification of learning and instruction. Game-based methods and Strategies for Training and Education. San Francisco: Pfeiffer, 336 p, 1-5.
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. 9th International Balkan Education and Science Conference. Edirne, Turkey. Recuperado de: https://www.researchgate.net/publication/320234774_GAMIFICATION_IN_EDUCATION
Linaza, J. L. (2013). El juego es un derecho y una necesidad de la infancia. Bordon Revista de Pedagogía, 65(1), 103-117. Recuperado de: https://dialnet.unirioja.es/servlet/articulo?codigo=4166461
Morales, B., & Jéfferson, T. (30 de 10 de 2017). E-learning y gamificación como apoyo al aprendizaje de programación. Recuperado de: http://dehesa.unex.es/handle/10662/6429
Moreno, M. G., & Agapito, B. J. (mayo-agosto de 2016). Gamificación y e-learning:estudio de un contexto universitario para la adecuación de su diseño. TCyE. CEF(4), 52-60. Recuperado de: https://dialnet.unirioja.es/servlet/articulo?codigo=6159607
Ortiz- Colón, A.M., Jordán, J., & Agredal, M. (23 de abril de 2018). Gamificación en educación: una panorámica sobre el estado de la cuestión. Educ. Pesqui, 44. Recuperado de: https://doi.org/10.1590/s1678-4634201844173773
Plass, J. L., Homer, B., & Kinzer, C. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. Recuperado de: https://doi.org/10.1080/00461520.2015.1122533
Sauvé, L., Renaud, L., & Gauvin, M. (2007). Une analyse des écrits sur les impacts du jeu sur l’apprentissage. Revue des sciences de l’éducation, 33(1), 89-107. Recuperado de: https://doi.org/10.7202/016190ar
Schulz, T. (2016). ¡Sé creativo! el jefe de innovación de google sabe cómo. Recuperado de: https://www.xlsemanal.com/actualidad/20160719/se-creativo-jefe-innovacion-google-sabe.html
Schunk, D. H. (2012). Learning theories. an educational perspective (6a ed.). Boston: Pearson.
Williams, J. (2012). The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior (part 2). Gamesbeat, Panel discussion. Recuperado de: https://venturebeat.com/2012/09/22/the-gamification-brain-trust-intrinsically-motivating-people-to-change-behavior-part-2/#h8geQcI5BUyR5Ihv.99
Zichermann, G. (Dirección). (2011). Gamification : The New Loyalty [Película]. Recuperado de: http://vimeo.com/25714530
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Canada: O’Reilly Media.
Copyright (c) 2020 Lecturas: Educación Física y Deportes
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.