Investigating the Impact of Game-Based Learning and Gamification Strategies in Physical Education: A Comprehensive Systematic Review
Year 2024,
Volume: 6 Issue: 1, 1 - 14, 01.06.2024
Gamze Mercan
,
Zümrüt Varol Selçuk
Abstract
This study deals with the integration of game-based learning strategies and gamification in education, focusing on physical education. The aim is to critically evaluate the evidence gathered over the last decade on the influence of game-based learning (GBL) and gamification on various research variables. The study encompasses an analysis of different educational levels, variables, game dynamics, and the variety of games used. It also seeks to uncover the potential benefits of deploying such game-centred methods in education. This systematic review is based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach, and includes a thorough search of five interdisciplinary databases. It includes a comprehensive screening process with specific inclusion and exclusion criteria, focusing on quantitative experimental research that investigates the application of gamification and GBL in the context of physical education. The findings highlight the substantial role of GBL and gamification as effective educational tools, particularly noting their positive effects on student engagement, academic achievements, and the enhancement of health and physical fitness levels. The study underscores the necessity for further exploration into the specific needs and challenges faced by students engaged in learning through these innovative educational approaches.
Thanks
I would like to express my profound gratitude to my dearest mother, “Leyla Mercan, for her financial and emotional support throughout my educational journey. Her love and constant backing have been a cornerstone of this academic achievement.
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Year 2024,
Volume: 6 Issue: 1, 1 - 14, 01.06.2024
Gamze Mercan
,
Zümrüt Varol Selçuk
References
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- Alcaraz-Muñoz, V., Izquierdo, M. I. C., García, G. M. G., Roque, J. I. A., & Lucas, J. L. Y. (2020). Joy in movement: Traditional sporting games and emotional experience in elementary physical education. Frontiers in Psychology, 11, 588640. https://doi.org/10.3389/fpsyg.2020.588640
- Andreu, J. M. P. (2021). Revisión sistemática sobre la evaluación de propuestas de gamificación en siete disciplinas educativas. Teoría de la Educación. Revista Interuniversitaria, 34, 189–214. https://doi.org/10.14201/teri.27153
- Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O., & Navarro-Patón, R. (2022). Gamification in physical education: A systematic review. Education Sciences, 12(5), 540. https://doi.org/10.3390/educsci12080540
- Barba-Martín, R. A., Bores-García, D., Hortigüela-Alcalá, D., & González-Calvo, G. (2020). The application of the teaching games for understanding in physical education. Systematic review of the last six years. International Journal of Environmental Research and Public Health, 17(9), 3330. https://doi.org/10.3390/ijerph17093330
- Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: Strengths, weaknesses, opportunities and threats. Journal of Clinical Medicine, 7(11), 422. https://doi.org/10.3390/ijerph17093330
- Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2(2), 69–74. https://doi.org/10.1016/j.entcom.2010.12.002
- Breuer, J. S., & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos. Journal for Computer Game Culture, 4(1), 7–24. https://hal.science/file/index/docid/692052/filename/Breuer_Bente2010.pdf
- Cenizo-Benjumea, M., Vázquez-Ramos, J., & Ferreras-Mencía, S. (2022). Effect of a gamified program on physical fitness and motor coordination. Cultura, Ciencia y Deporte, 17(50), 155–177. http://doi.org/10.12800/ccd.v17i52.1786
- Chen, C.-H. (2018). The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns. Educational Technology Research and Development, 67(1), 179–198. https://doi.org/ 10.1007/s11423-018-9635-5
- Cheung, S. Y., & Ng, K. Y. (2021). Application of the educational game to enhance student learning. Frontiers in Education, 6, 623793. https://doi.org/10.3389/feduc.2021.623793/full
- Corepal, R., Best, P., O’Neill, R., Kee, F., Badham, J., Dunne, L., Miller, S., Connolly, P., Cupples, M. E., Van Sluijs, E. M. F., et al. (2019). A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies, 5, 132. https://doi.org/ 10.1186/s40814-019-0523-5
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- Dólera-Montoya, S., Valero-Valenzuela, A., Jiménez-Parra, J. F., & Manzano-Sánchez, D. (2021). Improvement of the classroom climate through a plan of gamified coexistence with physical activity: Study of its effectiveness in primary education. ESPIRAL. Cuadernos del Profesorado, 14(28), 65–77. https://ojs.ual.es/ojs/index.php/ESPIRAL/article/view/4420
- Engels, E. S., & Freund, P. A. (2020). Effects of cooperative games on enjoyment in physical education—How to increase positive experiences in students? PLoS ONE, 15(12), e0243608. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0243608
- Erickson, L. V., & Sammons-Lohse, D. (2020). Learning through video games: The impacts of competition and cooperation. E-Learning and Digital Media, 18(1), 1–17. https://doi.org/10.1177/2042753020949983
- Fernandez-Rio, J., Heras, E. D. L., 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
- Fernandez-Rio, J., Zumajo-Flores, M., & Flores-Aguilar, G. (2021). Motivation, basic psychological needs and intention to be physically active after a gamified intervention programme. European Physical Education Review, 28(2), 432–445. https://doi.org/10.1177/1356336X211052883
- Ferriz-Valero, A., Østerlie, O., Martínez, S. G., & 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. 4465; https://doi.org/10.3390/ijerph171244651660
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