Enhancing Self-Esteem, Satisfaction, and Motor Skills through Gamification in Elementary Physical Education DOI Creative Commons
Cahyo Wibowo

Physical Education Theory and Methodology, Год журнала: 2024, Номер 24(3), С. 368 - 374

Опубликована: Июнь 4, 2024

Objectives. This study aimed to investigate the impact of gamification in physical education on enhancing self-esteem, satisfaction, and motor skills 7-9-year-old elementary school students. Materials methods. employed a pre-experimental method using one-group pretest-posttest design without control group. The participants were 90 students aged 7-9 years Salatiga City (Indonesia), selected through purposive sampling. research instruments included sports assessment tools that have been validated tested for reliability. gamified intervention was implemented instruction over eight weeks. statistical analysis conducted descriptive statistics, prerequisite tests, variance (ANOVA), paired samples t-tests. Results. study’s findings indicate significant changes observed variables following intervention, with significance value (Sig) 0.000 < 0.05. calculated t-values all three more than critical t-value 1.990, level (Sig. 2-tailed) Therefore, this implies has statistically positive students’ skills. Conclusions. elucidate implementation proven effective satisfaction learning, abilities. practical implications these underscore importance considering integration process into instructional as strategy enhance quality learning schools.

Язык: Английский

The Role of Academic Challenge and Support in Promoting Sustainable Student Development in Higher Education DOI Creative Commons
Lei Zhao, Ruijie Zhu, Yuqi He

и другие.

Research Square (Research Square), Год журнала: 2025, Номер unknown

Опубликована: Фев. 19, 2025

Abstract The reconciliation between the academic challenge students face and support they receive within a university environment has been identified as significant factor in their sustainable development. This study sought to explore pathways through which affect development of college China. Subsequently, questionnaire survey was conducted on undergraduate learning among 1,104 at comprehensive, research-oriented, key national China, data were analysed using challenge–support theory framework. results indicated that challenges posed by strategies expectations positively affected student Academic also found have positive effect mediate relationship development, well study’s can be used practical guide for higher education institutions promote based theory.

Язык: Английский

Процитировано

0

Gamification in Vietnamese education: Assessing psychological need satisfaction, intrinsic motivation, and learning effectiveness DOI
Bang Nguyen‐Viet,

Bac Nguyen-Viet

Learning and Motivation, Год журнала: 2025, Номер 89, С. 102101 - 102101

Опубликована: Фев. 1, 2025

Язык: Английский

Процитировано

0

Khởi nghiệp kỹ thuật số và trò chơi hóa trong giáo dục: Vai trò trung gian của chấp nhận rủi ro DOI

Hiếu Nguyễn Đức,

Cầm Trần Ái,

Bang Nguyen‐Viet

и другие.

Tạp chí Kinh tế và Phát triển, Год журнала: 2025, Номер unknown

Опубликована: Янв. 1, 2025

Nghiên cứu này nhằm mục tiêu đánh giá tác động của trò chơi hóa và chấp nhận rủi ro đến ý định khởi nghiệp kỹ thuật số sinh viên tại Việt Nam thông qua việc kết hợp hai mô hình lý thuyết là UTAUT S-O-R. đã thu thập khảo sát từ 377 đại học dữ liệu được phân tích bằng cấu trúc SEM-PLS để kiểm các giả thuyết. Kết quả cho thấy kỳ vọng hiệu suất điều kiện thuận lợi có ảnh hưởng cực sử dụng khả năng ro, đó gia tăng số. Đặc biệt, đóng vai trung gian quan trọng giữa số, giúp tự tin đối mặt với thực tế. nghiên nhà giáo dục quản trong thiết kế chương trình dựa trên phát triển lực kỷ nguyên

Процитировано

0

Gamificación en “Talleres de Enseñanza” del programa de Informática UDENAR: Percepción y desempeño académico DOI Open Access
Harold Antonio Jojoa Jojoa

Innovación educativa, Год журнала: 2025, Номер unknown

Опубликована: Апрель 3, 2025

El objetivo de esta investigación fue analizar la percepción las alumnas y los alumnos sobre el impacto gamificación en su aprendizaje resultados académicos asignatura "Talleres Enseñanza" del programa Licenciatura Informática Universidad Nariño. Se buscó conocer experiencia alumnado cómo contribuye a desempeño, destacando que sus características superan metodologías tradicionales centradas repetición memorización. La utilizó un enfoque datos mixtos con una muestra 30 individuos. aplicó taller para identificar intereses educandos, lo facilitó integración resaltando elementos como: objetivos, narrativa, retos, personajes, insignias retroalimentación. identificaron efectos positivos como desafíos. Los beneficios observados incluyeron mayor motivación, desarrollo competencias, mejora aprendizaje, fomento habilidades digitales trabajo equipo. Sin embargo, también surgieron desafíos relacionados tiempo, resistencia al cambio desigualdad digitales. Para evaluar conocimiento estudiantado, se pretest postest tres temas nivel complejo: planeaciones curriculares, educación descriptiva extendida. Antes gamificación, promedio era 8%, aumentó 93% tras intervención, evidenciando incremento 85%. Además, compararon calificaciones grupos anteriores años (2020-2023), encontrando aumento 13.2% grupo 2024. Las encuestas formato mixto, preguntas cuantitativas cualitativas, permitieron obtener opiniones experiencias, ayudando fortalezas debilidades gamificación. En conclusión, tiene aceptación positiva ámbito educativo, rendimiento académico, enriquece educativa ofrece adapta necesidades futuros profesionales informática.

Процитировано

0

Game on for learning: a holistic exploration of Gamification’s impact on student engagement and academic performance in educational environments DOI Creative Commons

C. Neerupa,

R. Naveen Kumar,

R Pavithra

и другие.

Deleted Journal, Год журнала: 2024, Номер 21(1), С. 38 - 53

Опубликована: Апрель 23, 2024

Purpose The research paper examines the complex relationship between gamification, student engagement and academic performance in educational environments. study employed a structural equation model that highlights important connections among key constructs within setting. Design/methodology/approach This aims to explore connection settings. employs various statistical techniques such as factor analysis, Kaiser–Meyer–Olkin (KMO), Bartlett’s test, component transformation matrix, correlation regression descriptive statistics, ANOVA, coefficients coefficient correlations, residual statistics confirmatory analysis (CFA) analyze data. Findings It was found active participation by instructor good time management skills have positive impact on levels ( β = 0.380, p < 0.001; 0.433 0.001). However, peer interaction does not significantly predict −0.068 0.352). Additionally, there is 0.280 Research limitations/implications importance of innovative design fully utilize gamification. Future should consider design, user characteristics context. findings can guide informed decisions about gamification education, fostering motivation learning objectives. Practical implications presents reliable tool for assessing settings, demonstrating high Cronbach’s alpha robust reliability. identifies significant predictors Global Learning Outcome. inform implementing promoting intrinsic aligning with Social transformative practices, highlighting its potential enhance experiences, motivate, promote diversity improve long-term performance, trend integrating technology into education. Originality/value In today’s ever-changing education landscape, it essential incorporate keep students engaged enthusiastic learning. Gamification one approach has become increasingly popular. concept takes inspiration from immersive world games overall experience.

Язык: Английский

Процитировано

3

How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation DOI
Bang Nguyen‐Viet,

Cuong Nguyen-Duy,

Bac Nguyen-Viet

и другие.

Interactive Learning Environments, Год журнала: 2024, Номер unknown, С. 1 - 19

Опубликована: Окт. 28, 2024

Язык: Английский

Процитировано

2

Merdeka Curriculum: Encouraging Creativity and Innovation of Islamic Religious Education Teachers in Madrasah DOI Open Access

Asfiati Asfiati

AL-HAYAT Journal of Islamic Education, Год журнала: 2023, Номер 7(2), С. 681 - 681

Опубликована: Дек. 24, 2023

The Merdeka Curriculum is a new curriculum in Indonesia that gives teachers the freedom to develop learning materials and methods suit students' needs. This research aims examine influence of on quality Islamic Education (PAI) learning. uses qualitative understand how implementation encourages PAI teacher creativity innovation three different State Madrasah Aliyah (MAN) schools big cities Medan, Padang Bukittinggi. Data collection was carried out through in-depth interviews, classroom observations, study related documents. Curriculum, data analysis using thematic, narrative comparative techniques. sample consisted who had implemented for more than one year sufficient teaching experience. results show has positive potential improving learning, including open flexible approach, relevance everyday life, as well developing character ethics students. However, also faces several challenges, such competency readiness, support from each government region, availability resources. Comprehensive various parties, government, teachers, needed overcome these challenges.

Язык: Английский

Процитировано

4

The synergy of immersion and basic psychological needs satisfaction: Exploring gamification's impact on student engagement and learning outcomes DOI
Bang Nguyen‐Viet,

Bac Nguyen-Viet

Acta Psychologica, Год журнала: 2024, Номер 252, С. 104660 - 104660

Опубликована: Дек. 16, 2024

Язык: Английский

Процитировано

1

Trò chơi hóa trong học tập: Nâng cao sự tương tác, sự hài lòng và cải thiện hiệu quả học tập của người học DOI
Bang Nguyen‐Viet,

Bắc Nguyễn Việt,

Thảo Nguyễn Phương

и другие.

Tạp chí Kinh tế và Phát triển, Год журнала: 2024, Номер unknown, С. 130 - 139

Опубликована: Янв. 1, 2024

Nghiên cứu này nhằm mục đích điều tra ảnh hưởng của việc áp dụng trò chơi hóa đối với sự tương tác sinh viên, hiệu quả học tập và hài lòng trong giáo dục đại học, cũng như vai động lực nội tại kết nối các yếu tố tác. Dữ liệu được thu thập từ 255 viên sau Việt Nam. Kết cho thấy bối cảnh dục, tạo ra bởi vui thú thách thức, đấy nâng cao tập, viên. cung cấp cái nhìn quan trọng bên liên đến khuyến khích giảng cơ sở phương pháp dạy sáng để đáp ứng yêu cầu hiện nay.

Процитировано

0

STRENGTHEN LEARNING ENGAGEMENT THROUGH GAMIFICATION: RESEARCH ON STUDENTS AT UNIVERSITIES IN DA NANG CITY DOI

Le Thai Phuong

Tạp chí Khoa học Trường Đại học Vinh. Series C Khoa học và công nghệ giáo dục, Год журнала: 2024, Номер 53(Special Issue 1), С. 106 - 116

Опубликована: Июль 30, 2024

This study focuses on understanding the influence of gamification factors level engagement in learning process students at higher education institutions Da Nang city. The quantitative was conducted with a sample size 237. SmartPLS software used to evaluate measurement model and structural model. results show that Gamification elements, especially competition challenge, have positive student attitudes toward using classroom. attitude also promoted emotional behavioral engagement, but had no significant impact cognitive engagement. Theoretically, research contribute expanding enriching content theory planned behavior (TPB), fundamental explaining relationship between behavior. In addition, brings important practical implications for design implementation applications context promote improve quality

Язык: Английский

Процитировано

0