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.
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.
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
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.
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.
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.
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.
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