Game-Based Learning and Gamification in Physical Education: A Systematic Review
Abstract
:1. Introduction
- RQ1: At which stage of education have the most empirical studies been conducted?
- RQ2: What are the most common game dynamics and mechanics used for educational purposes in the selected studies?
- RQ3: Which type of games, digital or physical, have been most frequently used in the studies selected?
- RQ4: In the educational context of physical education, what are the potential effects of the application of gamification and GBL?
2. Materials and Methods
- The only language studies accepted were those conducted in either English or Spanish. Even if the abstract was in English or Spanish, studies in other languages were excluded.
- In terms of the format, only articles from scientific journals were accepted. We excluded articles published on nonspecialised web pages, blogs, and digital newspapers, as well as books, book chapters, and doctoral theses.
- Only studies focused on formal educational institutions were accepted as intervention recipients.
- Considering the type of research, only quasi-experimental and experimental studies with pre-post-test were accepted. Theoretical, reflective, and review articles were excluded.
- The subject of the study was limited to studies that used game-based learning or gamification as the central methodology. Other active strategies, such as flipped learning or problem-based learning, were excluded from the study.
- To address the research questions adequately, experimental studies that did not specify their sample, resources, or game-based learning elements were excluded.
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Level | Description | Example |
---|---|---|
Game interface design patterns | A comprehensive list of standards, successful interaction design components, and solutions, including prototypical implementations, for a known problem in a particular context. | Badge, leaderboards, and level |
Game design patterns and mechanics | A game’s gameplay is one of the most recurrent design elements. | Time constraint, limited resources, and turns |
Game design principles and heuristics | An evaluation of a given design solution or approach to a given design problem. | Enduring play, clear goals, and variety of game styles |
Game models | The game’s components or the experience of playing a game are conceptually modelled. | MDA; challenge, fantasy, and curiosity; game design atoms; CEGE |
Game design methods | Practices and processes specific to game design. | Playtesting, play-centric design, and value-conscious game design |
Reference(s) | Sample | Educational Stage | Type of Gamification | Type of Games and Devices | Variables Studied |
---|---|---|---|---|---|
[53] | CG:87 EG: 70 T:157 | Primary education | Challenges with Collaboration and Competition using PBL | Challenge-based game with multiple devices. | =Physical performance. =Physical health. |
[54] | CG:168 EG:329 T:497 | Primary education | Narrative without Competition or Collaboration using Points and Badges. | Challenge-based game without devices. | +Physical performance. |
[18] | CG:191 EG:226 T:417 | Primary education | Challenges with Collaboration and Competition using PBL. | Level-based game with multiple devices. | +Motivation regulations. +Basic psychological needs. |
[55] | CG:9 EG: 11 T:20 | Primary education | Challenges with Collaboration and Competition using PBL. | Video game with computer. | +Physical performance. +Physical health. |
[56] | CG:19 EG: 26 T:45 | Primary education | Challenges with Collaboration | Challenge-based game without devices. | =Motivation regulations. =Pro social. |
[57] | CG:27 EG: 27 T:54 | Secondary education | Narrative with Collaboration and Competition using PBL. | Level-based game with multiple devices. | +Motivation regulations. +Basic psychological needs. |
[58] | CG:49 EG: 49 T:98 | Secondary education | Narrative with Collaboration and Competition using PBL. | Challenge-based game with a computer. | +Motivation regulations. +Basic psychological needs. |
[47] | CG: 142 EG:133 T:275 | Secondary education | Narrative with Collaboration and Competition using PBL. | Level-based game with a computer. | +Motivation regulations. +Basic psychological needs. |
[59] | CG:19 EG: 17 Total: 36 | Secondary education | Storytelling with Collaboration and Competition using PBL. | Challenge-based game with multiple devices. | =Physical performance. +Motivation regulations. |
[60] | CG:32 EG: 26 T:58 | Secondary education | Narrative with Competition using PBL. | Challenge-based game with multiple devices. | =Motivation regulations. +Physical performance. |
[61] | CG:81 EG:132 T:213 | Secondary education | Challenges with Collaboration and Competition using PBL. | Challenge-based game with multiple devices. | +Strength and difficulties. +Pro social. |
[62] | CG:25 EG: 27 T:52 | Secondary education | Challenges with Competition and using Points. | Board game and augmented reality with multiple devices. | +Motivation regulations. |
[63] | CG:32 EG: 32 T: 64 | Secondary education | Challenges with Collaboration and Competition using Points. | Escape room game with multiple devices. | +Motivation regulations. +Basic psychological needs. =Academic performance. |
[49] | CG:65 EG:62 T:127 | University education | Narrative with Collaboration and Competition using PBL. | Level-based game with a computer. | =Motivation regulations. +Academic performance. |
[64] | CG:75 EG:75 T:150 | University education | Challenges with Collaboration and Competition using Points. | Challenge-based game without devices. | +Motivation regulations. +Academic performance. |
[65] | CG:59 EG: 58 T:117 | University education | Narrative with Collaboration and Competition using PBL. | Challenge-based game with mobile phone. | +Physical performance. |
[66] | CG:75 EG: 73 T:148 | University education | Narrative without Competition or Collaboration using Points and Badges. | Challenge-based game with mobile phone. | +Physical health. |
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Share and Cite
Camacho-Sánchez, R.; Manzano-León, A.; Rodríguez-Ferrer, J.M.; Serna, J.; Lavega-Burgués, P. Game-Based Learning and Gamification in Physical Education: A Systematic Review. Educ. Sci. 2023, 13, 183. https://doi.org/10.3390/educsci13020183
Camacho-Sánchez R, Manzano-León A, Rodríguez-Ferrer JM, Serna J, Lavega-Burgués P. Game-Based Learning and Gamification in Physical Education: A Systematic Review. Education Sciences. 2023; 13(2):183. https://doi.org/10.3390/educsci13020183
Chicago/Turabian StyleCamacho-Sánchez, Rubén, Ana Manzano-León, José Miguel Rodríguez-Ferrer, Jorge Serna, and Pere Lavega-Burgués. 2023. "Game-Based Learning and Gamification in Physical Education: A Systematic Review" Education Sciences 13, no. 2: 183. https://doi.org/10.3390/educsci13020183