| Literature DB >> 32275688 |
Alejandro Quintas-Hijós1, Carlos Peñarrubia-Lozano2, Juan Carlos Bustamante3.
Abstract
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.Entities:
Year: 2020 PMID: 32275688 PMCID: PMC7147727 DOI: 10.1371/journal.pone.0231269
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Gamified didactic design.
| Mechanics | Dynamics | Aesthetics |
|---|---|---|
| Dance performance point | Reinforcement | Pleasure |
| Design a choreography | Self-expression | Pleasure |
| Design a group choreography | Cooperation | Social membership |
| Leaderboard ( | Competition | Social membership |
| Star badge (perfect dance) | Reinforcement | Satisfaction |
| Group green badge | Cooperation collectability | Social membership |
| Point of dance plank | Status | Identity |
| Custom avatar | Self-expression | Customize |
| Increasingly difficult dance levels | Progress | Fun |
| Music in all classes, from different cultures and periods | Self-expression | Pleasure |
Fig 1Screenshot of the individual and comparative badges received by students through ClassDojo.
Fig 2Screenshot of each student’s personalized avatars with the total points of the ClassDojo application.
Fig 3Partial screen of the gamifier board.
Information about participant selection.
| School | Funding | City | Condition | OQQ (n) | Focus groups (n) | Interviews (students) (n) | Interviews (teachers) (n) | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| boys | girls | boys | girls | boys | girls | boys | girls | ||||
| 1 | Public | Huesca | Control | - | - | - | - | 1 | 1 | 1 | - |
| Experim. | - | - | 2 | 2 | 1 | - | |||||
| 2 | Semi-private | Huesca | Control | 19 | 17 | 1 | 3 | - | 1 | 2 | - |
| Experim. | 21 | 23 | 4 | 2 | - | - | |||||
| 3 | Public | Huesca | Control | 14 | 18 | 2 | 2 | - | - | 1 | 2 |
| Experim. | 23 | 26 | 3 | 2 | - | - | |||||
| 4 | Semi-private | Zaragoza | Control | 46 | 50 | 8 | 8 | - | - | 2 | - |
| Experim. | 46 | 53 | 9 | 8 | - | - | |||||
Information about the qualitative measures.
| Instrument | When? | Who? | To whom? | How long? | How many people at a time? |
|---|---|---|---|---|---|
| 1. Field notes | during the intervention | researcher-teacher | any aspect | 1–3 minutes each annotation | - |
| 2. OQQ | last session | researcher-teacher | students | 15 minutes | 12–25 |
| 3. Focus groups | after the intervention | researchers 1 and 2 | students | 20 minutes | 4–5 |
| 4. Interviews | after the intervention | researchers 1 and 2 | students and teachers | 25 minutes | 1 |
Descriptive analysis of the focus groups and interviews with students.
| Classification tree | C Group | E Group | ||
|---|---|---|---|---|
| N Cod. | % Cod. | N Cod. | % Cod. | |
| 1. Applicability | 29 | 18.01 | 34 | 20.00 |
| 1.1. General design | 29 | 18.01 | 34 | 20.00 |
| 1.1.1. Changes | 11 | 6.83 | 16 | 9.41 |
| 1.1.2. Strengths | 17 | 10.56 | 18 | 10.59 |
| 2. Utility | 119 | 73.91 | 126 | 74.12 |
| 2.1. General design | 119 | 73.91 | 115 | 67.65 |
| 2.1.1. Enjoyment | 22 | 13.66 | 21 | 12.35 |
| 2.1.2. Learning | 37 | 22.98 | 25 | 14.71 |
| 2.1.3. Academic performance | 27 | 16.77 | 30 | 17.65 |
| 2.1.4. Perceived physical effort | 10 | 6.21 | 9 | 5.29 |
| 2.1.5. Usage expectations | 1 | 0.62 | 11 | 6.47 |
| 2.1.6. Promoting PE | 10 | 6.21 | 10 | 5.88 |
| 2.1.7. Resolving conflicts | 12 | 7.45 | 9 | 5.29 |
| 2.2. Gamification | 0 | 0.00 | 11 | 6.47 |
| 2.2.1. Advantages | 0 | 0.00 | 9 | 5.29 |
| 2.2.2. Disadvantages | 0 | 0.00 | 2 | 1.18 |
| 3. Miscellany | 14 | 8.70 | 7 | 4.12 |
| 3.1. Researcher contributions | 12 | 7.45 | 7 | 4.12 |
| 3.2. Irrelevant information for this study | 2 | 1.24 | 3 | 1.76 |
“N Cod.” = number of times that the variable was encoded. “% Cod.” = percentage of the total encoded references.
Descriptive analysis of the interviews with teachers.
| Classification tree | N Cod. | % Cod. |
|---|---|---|
| 1. Applicability | 94 | 39.50 |
| 1.1. Exergaming | 50 | 21.01 |
| 1.1.1. Facilitators | 11 | 4.62 |
| 1.1.2. Barriers | 39 | 16.39 |
| 1.1.2.1. Logistics | 8 | 3.36 |
| 1.1.2.2. Students | 0 | 0.00 |
| 1.1.2.3. Technical problems | 15 | 6.30 |
| 1.1.2.4. Specific teacher training | 7 | 2.94 |
| 1.1.2.5. Critical education | 6 | 2.52 |
| 1.1.2.6. Teaching dependence on technology | 3 | 1.26 |
| 1.1.3. Usage Expectations | 0 | 0.00 |
| 1.2. Gamification | 1 | 0.42 |
| 1.3. General didactic design | 43 | 18.07 |
| 1.3.1. Strengths | 21 | 8.82 |
| 1.3.2. Changes | 22 | 9.24 |
| 2. Utility | 113 | 47.48 |
| 2.1. Exergaming | 58 | 24.37 |
| 2.1.1. Benefits | 54 | 22.69 |
| 2.1.1.1. Learning | 13 | 5.46 |
| 2.1.1.2. Health | 2 | 0.84 |
| 2.1.1.3. Performing alternative leisure | 7 | 2.94 |
| 2.1.1.4. Promoting PE | 14 | 5.88 |
| 2.1.1.5. Motivation toward learning | 18 | 7.56 |
| 2.1.2. Prejudices | 4 | 1.68 |
| 2.2. Gamification | 35 | 14.71 |
| 2.2.1. Benefits as a method | 29 | 12.18 |
| 2.2.1.1. Motivation toward learning | 17 | 7.14 |
| 2.2.1.2. Promoting PE | 2 | 0.84 |
| 2.2.1.3. Promoting cooperation | 4 | 1.68 |
| 2.2.1.4. Facilitating teacher evaluation | 4 | 1.68 |
| 2.2.1.5. Achieving learning | 2 | 0.84 |
| 2.2.2. Prejudices | 6 | 2.52 |
| 2.2.2.1. Too much competitiveness | 4 | 1.68 |
| 2.2.2.2. Points dependence | 2 | 0.84 |
| 2.3. Utility of the general didactic design | 20 | 8.40 |
| 2.3.1. For teaching-learning processes | 15 | 6.30 |
| 2.3.1.1. Promoting curricular values in students | 5 | 2.10 |
| 2.3.1.2. Resolving conflicts | 3 | 1.26 |
| 2.3.1.3. Overcoming problems | 7 | 2.94 |
| 2.3.2. For health | 0 | 0.00 |
| 2.3.3. Performing alternative leisure | 2 | 0.84 |
| 2.3.4. Promoting PE | 0 | 0.00 |
| 2.3.5. For motivation | 3 | 1.26 |
| 3. Miscellany | 31 | 13.03 |
| 3.1. Researcher contributions | 24 | 10.08 |
| 3.2. Irrelevant information for this study | 7 | 2.94 |
“N Cod.” = number of times that the variable was encoded. “% Cod.” = percentage of the total encoded references.