Impact of Gamified Active Breaks through Digital Storytelling in Primary Education

Authors

DOI:

https://doi.org/10.12800/ccd.v20i65.2395

Keywords:

active learning, student well-being, educational gamification, digital storytelling, academic achievement

Abstract

This study examined the implementation of gamified active breaks through Digital Storytelling in primary education to improve student learning and psychological
well-being. Although there is evidence on the benefits of physical activity, gamification, and Digital Storytelling separately, there is no research that combines them.
Therefore, the study aimed to analyze the impact of gamified active breaks with Digital Storytelling on psychological, motivational, emotional, academic, and player
profile variables, according to gender, physical-sports activity, type of sport, and age, in primary school students. The total sample was 424 students (201 girls and 223
boys) aged from 9 to 13 years old (M = 10.4; SD = 1.07) and a longitudinal quasi-experimental design was used, with nonparametric statistical analyses including the
Mann Whitney U, Kruskal Wallis, and Wilcoxon tests being applied, along with Spearman’s correlation and multinomial logistic regression. Results revealed significant
improvements in intrinsic motivation, flow, content assimilation, and reduction of the dominator profile, as well as high levels of satisfaction and positive emotions.
An increase in the ‘Excellent’ level of academic performance, from 23.8% to 39% was highlighted, along with differences in gender, physical-sports activity, type of
sport, and age. In conclusion, gamified active breaks were an innovative strategy to enrich learning and promote student well-being, although customizing them
according to the socio-demographic and contextual characteristics of the students could maximize their impact

References

Abderrahim, L., & Plana, M. G. (2021). A theoretical journey from social constructivism to digital storytelling. The EuroCALL Review, 29(1), 38. https://doi.org/10.4995/eurocall.2021.12853

Alcaraz-Muñoz, V., Alonso Roque, J. I., & Yuste Lucas, J. L. (2022). Diseño y validación de la escala de juegos y emociones para niños (GES-C). Cuadernos de Psicología del Deporte, 22(1), 28–43. https://doi.org/10.6018/cpd.476271

Alvariñas-Villaverde, M., Portela-Pino, I., & Soto-Carballo, J. (2018). Level of motivation and physical activity in primary education students. Journal Of Human Sport And Exercise. https://doi.org/10.14198/jhse.2018.13.proc2.30

Calero, A., & Injoque-Ricle, I. (2013). Propiedades psicométricas del Inventario Breve de Experiencias Óptimas (Flow). Revista Evaluar, 13(1). https://doi.org/10.35670/1667-4545.v13.n1.6796

Csikszentmihalyi, M. (1990). Fluir. Una psicología de la felicidad. Barcelona: Editorial Kairós.

Dallolio, L., Gallé, F., Masini, A., Valeriani, F., Ceciliani, A., Cagno, A., Galeone, D., Pecoraro, P., Valerio, G., Liguori, G., Spica, V., Brandi, G., Baldelli, G., Capelli, G., Coco, D., Corradi, M., Cortis, E., Deiana, P., Rosa, E., Marini, S., Mulato, R., Parisi, A., Pesce, C., Riegger, S., Staiano, A., Siniscalco, A., Trombetta, M., & Ubaldi, F. (2022). Active breaks: a strategy to counteract sedentary behaviors for Health Promoting Schools. A discussion on their implementation in Italy. Annali di igiene: medicina preventiva e di comunita. https://doi.org/10.7416/ai.2022.2532.

De la Fuente, J. & Martínez-Vicente, J. M. (2004). Escalas para la Evaluación Interactiva del Proceso de Enseñanza-Aprendizaje, EIPEA. Manual Técnico y de Aplicación. Madrid: EOS.

Frikha, M., Mezghanni, N., Chaâri, N., Said, N., Alibrahim, M., Alhumaid, M., Hassan, M., Alharbi, R., Amira, M., & Abouzeid, N. (2024). Towards improving online learning in physical education: Gender differences and determinants of motivation, psychological needs satisfaction, and academic achievement in Saudi students. PLOS ONE, 19. https://doi.org/10.1371/journal.pone.0297822.

González-Arévalo, C., & Lleixá-Arribas, T. (2010). Didáctica de la educación física. Barcelona: GRAÓ.

Grasse, K. M., Kreminski, M., Wardrip-Fruin, N., Mateas, M., & Melcer, E. F. (2022). Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical. Frontiers In Virtual Reality, 3. https://doi.org/10.3389/frvir.2022.847120

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences, 3025–3034. IEEE Xplore. https://doi.org/10.1109/HICSS.2014.377

Hornstra, L., Veen, I., Peetsma, T., & Volman, M. (2015). Innovative learning and developments in motivation and achievement in upper primary school. Educational Psychology, 35, 598 - 633. https://doi.org/10.1080/01443410.2014.922164.

Institute of Medicine (2013). Educating the Student Body: Taking Physical Activity and Physical Education to School. National Academies Press (US): Washington, DC.

Jinmin, Z., & Qi, F. (2023). Relationship between learning flow and academic performance among students: a systematic evaluation and meta-analysis. Frontiers In Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1270642

Khalaf, B. (2018). Traditional and Inquiry-Based Learning Pedagogy: A Systematic Critical Review. International Journal of Instruction. https://doi.org/10.12973/IJI.2018.11434A

Kilic, F. (2014). Awareness and cognitive load levels of teacher candidates towards student products made by digital storytelling. Turkish Online Journal Of Distance Education, 15(3). https://dergipark.org.tr/en/download/article-file/155734

Kim, D., & Li, M. (2020). Digital storytelling: facilitating learning and identity development. Journal of Computers in Education, 8, 33 - 61. https://doi.org/10.1007/s40692-020-00170-9.

Larson, R. W., & Rusk, N. (2011). Intrinsic Motivation and Positive Development. Advances In Child Development And Behavior, 89-130. https://doi.org/10.1016/b978-0-12-386492-5.00005-1

Ley Orgánica 3/2020, de 29 de diciembre, por la que se modifica la Ley Orgánica 2/2006, de 3 de mayo, de Educación. Boletín Oficial del Estado, núm. 340, de 30 de diciembre de 2020. https://www.boe.es/eli/es/lo/2020/12/29/3

Liu, M., & Huang, Y. (2016). An Inquiry-Based Digital Storytelling Approach for Increasing Learner Autonomy in English. 219-224. https://doi.org/10.1007/978-3-319-52836-6_23.

Lorenzo-Lledó‬, Alejandro, Pérez Vázquez, E., Andreu Cabrera, E., & Lorenzo Lledó, G. (2023). Aplicación de la gamificación en Educación Infantil y Educación Primaria: análisis temático (Application of gamification in Early Childhood Education and Primary Education: thematic analysis). Retos, 50, 858–875. https://doi.org/10.47197/retos.v50.97366‬‬‬‬‬‬‬‬‬‬‬‬‬‬

Mantjes, J. A., Jones, A. P., Corder, K., Jones, N. R., Harrison, F., Griffin, S. J., & Van Sluijs, E. M. (2012). School related factors and 1yr change in physical activity amongst 9–11 year old English schoolchildren. International Journal Of Behavioral Nutrition And Physical Activity, 9(1). https://doi.org/10.1186/1479-5868-9-153

Marczewski, A. (2015). Gamification: Even ninja monkeys like to play. Unicorn edition [Gamificación: incluso a los monos ninja les gusta jugar. Edición unicornio]. Gamified UK.

Martínez Campillo, R. L. (2017). Implementación del puzle de Aronson apoyado en el Flipped Classroom para la medición de la condición física en los alumnos de 2º de ESO. Revista Española De Educación Física Y Deportes, (417), Pág. 21–37. https://doi.org/10.55166/reefd.vi417.543

Martinović, D., Ilić, J., & Višnjić, D. (2011). GENDER DIFFERENCES IN SPORTS INVOLVEMENT AND MOTIVATION FOR ENGAGEMENT IN PHYSICAL EDUCATION IN PRIMARY SCHOOL. Problems Of Education In The 21st Century, 31(1), 94-100. https://doi.org/10.33225/pec/11.31.94

Méndez-Giménez, A. & Pallasá-Manteca, M. (2023). The Effects of Active Breaks on Primary School Students’ Attentional Processes and Motivational Regulation. Apunts Educación Física y Deportes, 151, 49-57. https://doi.org/10.5672/apunts.2014-0983.es.(2023/1).151.05

Moreno, J. A., González-Cutre, D., Chillón, M., & Parra, N. (2008). Adaptación a la Educación Física de la Escala de las Necesidades Psicológicas Básicas en el Ejercicio. Revista Mexicana de Psicología, 25, 295-303.

Murcia, J. A. M., Coll, D. G., & Garzón, M. C. (2009). Preliminary Validation in Spanish of a Scale Designed to Measure Motivation in Physical Education Classes: The Perceived Locus of Causality (PLOC) Scale. The Spanish Journal Of Psychology, 12(1), 327-337. https://doi.org/10.1017/s1138741600001724

Mustafa, S. M. S., Elias, H., Noah, S. M., & Roslan, S. (2010). A Proposed Model of Motivational Influences on Academic Achievement with Flow as the Mediator. Procedia - Social And Behavioral Sciences, 7, 2-9. https://doi.org/10.1016/j.sbspro.2010.10.001

Niemi, H., & Multisilta, J. (2016). Digital storytelling promoting twenty-first century skills and student engagement. Technology, Pedagogy and Education, 25, 451 - 468. https://doi.org/10.1080/1475939X.2015.1074610.

Organización Mundial de la Salud. (2020). WHO Guidelines on physical activity and sedentary behaviour. In World Health Organization. https://www.who.int/publications/i/item/9789240015128

Pine, B. J., & Joseph, B. (1998). Welcome to the experience economy. Harvard Business Review.

Prieto-Andreu, J., & Moreno-Ger, P. (2024). Jugar correctamente: validación empírica de la escala Gamertype para el aprendizaje basado en juegos en la educación superior. Revista Española de Pedagogía, 82(288). https://doi.org/10.22550/2174-0909.4056

Quintero González, L. E., Jiménez Jiménez, F., & Area Moreira, M. (2018). Más allá del libro de texto. La gamificación mediada con TIC como alternativa de innovación en Educación Física (Beyond the textbook. Gamification through ITC as an innovative alternative in Physical Education). Retos, 34, 343–348. https://doi.org/10.47197/retos.v0i34.65514

Rahimi, M. (2019). Digital Storytelling in Language Classes. Advanced Methodologies and Technologies in Modern Education Delivery. https://doi.org/10.4018/978-1-5225-2255-3.CH213.

Ribeiro, S. P. M. (2017). Digital Storytelling: Learning to Be in Higher Education. En Springer eBooks (pp. 207-223). https://doi.org/10.1007/978-3-319-51058-3_15

Ros-Morente, A., Cuenca, E., & Guiu, G. (2018). Analysis of the Effects of two Gamified Emotional Education Software's in Emotional and Well-being Variables in Spanish Children and Adolescents. Int. J. Emerg. Technol. Learn., 13, 148-159. https://doi.org/10.3991/ijet.v13i09.7841

.

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. https://doi.org/10.1037/0003-066x.55.1.68

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Siddiqui, S., Alam, M., Azmi, J., Ahmad, M., Wiquar, R., & Aziz, A. (2021). Integration of ICT-learning Environments: A paradigm Shift from Traditional Teaching Pattern. En Proceedings of the 2nd International Conference on ICT for Digital, Smart, and Sustainable Development. https://doi.org/10.4108/eai.27-2-2020.2303238

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4

Villafuerte, V. P. E., Arcos, W. R. P., Morán, O. o. V., & Rodas, G. C. A. (2024). La gamificación como estrategia didáctica para mejorar la motivación y el rendimiento académico de los estudiantes en Educación Básica Media. Polo del Conocimiento, 9(8), 875-894. https://doi.org/10.23857/pc.v8i12.6319

Watson, A., Timperio, A., Brown, H., Best, K., & Hesketh, K. D. (2017). Effect of classroom-based physical activity interventions on academic and physical activity outcomes: a systematic review and meta-analysis. International Journal of Behavioral Nutrition and Physical Activity, 14(114), 1-24. https://doi.org/10.1186/s12966-017-0569-9

Wigfield, A., Tonks, S., & Klauda, S. L. (2009). Expectancy-Value Theory. In Handbook of motivation at school (pp. 69-90). Routledge.

World Medical Association (2013). World Medical Association Declaration of Helsinki: Ethical Principles for Medical Research Involving Human Subjects. Journal of the American Medical Association, 310(20), 2191-2194. https://doi.org/10.1001/jama.2013.281053

Younis, A., & Hatim, M. (2021). Trends in higher education under neoliberalism: Between traditional education and the culture of globalization. Educational Research and Reviews. https://doi.org/10.5897/ERR2020.4101.

Zagita, C., & Sun, J. C. (2021). The Effect of Instructional and Interactive Feedback on EFL Students’ Cognitive Load in Digital Storytelling. 2021 International Conference On Advanced Learning Technologies (ICALT), 4, 282-284. https://doi.org/10.1109/icalt52272.2021.00091

Валеева, В., Valeeva, V., Фугелова, Т., & Fugelova, T. (2019). Traditions and Innovations in Primary Education. Primary Education. https://doi.org/10.12737/article_5db001f111d3a5.09227709

Published

2025-09-29

How to Cite

Gómez-Martín, M., Prieto Andreu, J. M., & Álvarez Kurogi, L. (2025). Impact of Gamified Active Breaks through Digital Storytelling in Primary Education. Cultura, Ciencia Y Deporte, 20(65). https://doi.org/10.12800/ccd.v20i65.2395

Issue

Section

Gamification in Physical Education and Sport. An empirical approach to current research

Similar Articles

<< < 1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.