Social networks and gamification in physical education: A case study

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Contemporary Educational Technology Pub Date : 2023-01-01 DOI:10.30935/cedtech/12660
Francisco José Montiel-Ruiz, M. Sánchez-Vera, I. Solano-Fernández
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引用次数: 2

Abstract

Recent research and studies on training plans in physical education agree on the need to incorporate digital technologies in teaching contexts. At the same time, the introduction of active methodologies, such as gamification, has become one of the major trends of recent years. In this paper we present the perception of teachers and students about a gamified proposal for physical education in secondary education that uses social networks as a way for communication, collaboration, and promotion of physical activity among students. Edmodo has been used to carry out this experience because, as a vertical social network, it has an attractive interface for students and protects their privacy by not requiring any personal data. This is a qualitative research, with a case study methodological design, which has used the focus group and group interview as data collection techniques. The sample consisted of 10 teachers, which represents all the teachers participating in the experience, and 56 students. The results show the positive assessment, both by teachers and students, of the Edmodo social network as a virtual teaching-learning environment for physical education in secondary education, and gamification as an active methodology. Likewise, the influence that the proposal, based on the use of digital technologies and gamification, has had on the promotion of physical activity among pupils has been high.
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社交网络与体育游戏化的个案研究
最近关于体育训练计划的研究一致认为,有必要将数字技术纳入教学环境。与此同时,引入积极的方法论,如游戏化,已成为近年来的主要趋势之一。在本文中,我们介绍了教师和学生对中等教育体育游戏化建议的看法,该建议使用社交网络作为学生之间交流、协作和促进体育活动的一种方式。Edmodo被用来进行这种体验,因为作为一个垂直的社交网络,它为学生提供了一个有吸引力的界面,并通过不需要任何个人数据来保护他们的隐私。这是一项定性研究,采用了案例研究的方法设计,使用了焦点小组和小组访谈作为数据收集技术。样本由10名教师和56名学生组成,他们代表了参与体验的所有教师。结果表明,教师和学生都积极评价Edmodo社交网络作为中学体育教育的虚拟教学环境,游戏化作为一种积极的方法。同样,该提案基于数字技术和游戏化的使用,对促进学生体育活动产生了很大的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Contemporary Educational Technology
Contemporary Educational Technology Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
55
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