{"title":"Gamification and motivation in adolescents. Systematic review from Physical Education.","authors":"Alejandro Sal-de-Rellán, Álvaro Hernández-Suárez, Ariadna Hernaiz-Sánchez","doi":"10.3389/fpsyg.2025.1575104","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>Physical Education plays a crucial role in adolescent health, but motivation remains a challenge as participation declines during this stage. Gamification, which integrates game elements into learning, has gained attention as a methodology to enhance it. However, its effectiveness in Physical Education requires further exploration.</p><p><strong>Methods: </strong>This systematic review followed PRISMA guidelines. A search was conducted in Dialnet, PubMed, ERIC, Scopus, and Web of Science for studies published between 2015 and January 2025. Research focusing on gamification and motivation in secondary and high school Physical Education was selected based on predefined criteria. The methodological quality was assessed using the PEDro scale.</p><p><strong>Results: </strong>A total of 19 studies met the inclusion criteria. The findings indicate that gamification enhances motivation in Physical Education, whether applied independently or combined with other methodologies. Additional benefits include improved autonomy, social skills, and classroom atmosphere. However, its impact on academic performance and motor skill development remains inconclusive. One study reported potential drawbacks when gamification neglects affective-motivational skills.</p><p><strong>Discussion: </strong>Gamification appears to be an effective tool for increasing motivation in Physical Education. However, methodological inconsistencies limit the generalizability of results. Future research should include control groups, clearer methodologies, and long-term evaluations to assess its sustained impact.</p>","PeriodicalId":12525,"journal":{"name":"Frontiers in Psychology","volume":"16 ","pages":"1575104"},"PeriodicalIF":2.9000,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11973368/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in Psychology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.3389/fpsyg.2025.1575104","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/1/1 0:00:00","PubModel":"eCollection","JCR":"Q2","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction: Physical Education plays a crucial role in adolescent health, but motivation remains a challenge as participation declines during this stage. Gamification, which integrates game elements into learning, has gained attention as a methodology to enhance it. However, its effectiveness in Physical Education requires further exploration.
Methods: This systematic review followed PRISMA guidelines. A search was conducted in Dialnet, PubMed, ERIC, Scopus, and Web of Science for studies published between 2015 and January 2025. Research focusing on gamification and motivation in secondary and high school Physical Education was selected based on predefined criteria. The methodological quality was assessed using the PEDro scale.
Results: A total of 19 studies met the inclusion criteria. The findings indicate that gamification enhances motivation in Physical Education, whether applied independently or combined with other methodologies. Additional benefits include improved autonomy, social skills, and classroom atmosphere. However, its impact on academic performance and motor skill development remains inconclusive. One study reported potential drawbacks when gamification neglects affective-motivational skills.
Discussion: Gamification appears to be an effective tool for increasing motivation in Physical Education. However, methodological inconsistencies limit the generalizability of results. Future research should include control groups, clearer methodologies, and long-term evaluations to assess its sustained impact.
体育教育在青少年健康中起着至关重要的作用,但在这一阶段,由于参与率下降,动机仍然是一个挑战。将游戏元素融入学习的“游戏化”(Gamification)作为一种强化学习的方法而受到关注。但其在体育教学中的有效性有待进一步探索。方法:本系统综述遵循PRISMA指南。在Dialnet、PubMed、ERIC、Scopus和Web of Science中检索了2015年至2025年1月之间发表的研究。研究重点是游戏化和动机在初中和高中体育教育是根据预先确定的标准选择的。采用PEDro量表评估方法学质量。结果:共有19项研究符合纳入标准。研究结果表明,无论是单独应用还是与其他方法相结合,游戏化都能提高体育教学的动机。额外的好处包括提高自主性、社交技能和课堂氛围。然而,它对学习成绩和运动技能发展的影响仍然没有定论。一项研究报告了当游戏化忽视了情感激励技能时的潜在弊端。讨论:游戏化似乎是提高体育教学积极性的有效工具。然而,方法上的不一致性限制了结果的普遍性。未来的研究应包括控制组、更明确的方法和长期评估,以评估其持续影响。
期刊介绍:
Frontiers in Psychology is the largest journal in its field, publishing rigorously peer-reviewed research across the psychological sciences, from clinical research to cognitive science, from perception to consciousness, from imaging studies to human factors, and from animal cognition to social psychology. Field Chief Editor Axel Cleeremans at the Free University of Brussels is supported by an outstanding Editorial Board of international researchers. This multidisciplinary open-access journal is at the forefront of disseminating and communicating scientific knowledge and impactful discoveries to researchers, academics, clinicians and the public worldwide. The journal publishes the best research across the entire field of psychology. Today, psychological science is becoming increasingly important at all levels of society, from the treatment of clinical disorders to our basic understanding of how the mind works. It is highly interdisciplinary, borrowing questions from philosophy, methods from neuroscience and insights from clinical practice - all in the goal of furthering our grasp of human nature and society, as well as our ability to develop new intervention methods.