The Influence of Gamification on the Type of Student Motivation in Physical Education

Authors

DOI:

https://doi.org/10.12800/ccd.v20i65.2330

Keywords:

Gamification, Game-Based Learning, Motivation, Self-determination theory, Secondary Education

Abstract

Play is a fundamental activity within socialization processes and serves as an intrinsic component of culture. It also functions as an educational resource
underpinning two pedagogical methodologies: gamification and game-based learning. Although these terms have often been used interchangeably, they differ
significantly in both characteristics and objectives. This study aimed to examine the impact of a gamified educational intervention, implemented over an entire
academic year, on students’ motivational profiles. A quantitative quasi-experimental pre-post design was employed. The Behavioral Regulation in Exercise
Questionnaire-3 (BREQ-3) was used to assess changes in students’ levels of self-determined motivation. Participants included 224 students (121 girls and 103 boys)
from seven 1st-year Baccalaureate and five 4th-year ESO classes. The core gamification element involved a collective scoreboard in Physical Education, where students
earned points cooperatively. Results from the Wilcoxon test indicated a statistically significant improvement in introjected regulation (p = .002) with a small effect
size (d = -0.321). The findings suggest that gamification primarily enhances extrinsic forms of motivation among students.

Published

2025-09-29

Issue

Section

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

How to Cite

The Influence of Gamification on the Type of Student Motivation in Physical Education. (2025). Cultura, Ciencia Y Deporte, 20(65). https://doi.org/10.12800/ccd.v20i65.2330

Most read articles by the same author(s)