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Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment

机译:在小学中与Exergames的娱乐性和效用分析:自然实验的定性发现

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One of the main objectives of Physical Education in elementary schools is to encourage motivation so that the subject enhances academic performance and the practice of physical exercise. Didactic research should evaluate the effectiveness of educational methods to know if they are applicable, useful, and in what sense. Exergames are digital motor games that aim to stimulate players’ motor skills. Gamification refers to the use of game-based elements in nongame contexts to motivate actions. This research evaluates a gamified exergaming intervention, designed to improve children’s academic performance by focusing on understanding applicability and usefulness. A natural experiment was set up in schools according to a mixed methods design. The qualitative data herein reported were collected during a natural experiment with a nonrandomized controlled design. The qualitative research design was used with field notes, an open-questions questionnaire, individual semi-structured interviews and focus group interviews. Eight teachers and 417 students took part. A content analysis was chosen as the methodological orientation. The facilitators were the realism of their didactic design and their adaptability to different educational contexts. The main barriers were the required materials and facilities. Teachers and students’ attitudes were very positive, although future use was inconclusive. These findings may imply that this study is one of the few to provide positive evidence for educational gamification. The “Mechanics-Dynamics-Aesthetics” gamification model and the “Just Dance Now” exergame may be applicable and useful for didactics in Physical Education, but all the participants’ suggestions need to be considered to improve teaching interventions.
机译:小学体育中学教育的主要目标之一是鼓励动机,以便主体提高学业成绩和体育锻炼的实践。教学方法应评估教育方法的有效性,了解是否适用,有用,以及在什么意义上。 Exergames是数字电机游戏,旨在刺激玩家的运动技能。游戏处理是指在非名字上下文中使用基于游戏的元素来激励动作。本研究评估了博彩的外汇干预,旨在通过专注于理解适用性和有用性来提高儿童的学术绩效。根据混合方法设计,在学校建立了自然实验。在具有非扫描控制设计的自然实验期间收集了本文的定性数据。定性研究设计与现场票据一起使用,一个开放式调查问卷,个人半结构化访谈和焦点小组访谈。八位教师和417名学生参加了。选择内容分析作为方法论取向。促进者是他们教学设计的现实主义及其对不同教育背景的适应性。主要障碍是所需的材料和设施。虽然未来的使用是不确定的,但虽然未来的使用是非常积极的,但学生的态度是非常积极的。这些发现可能意味着这项研究是为少数人提供教育游戏提供积极证据之一。 “力学 - 动态 - 美学”游戏模式和“刚刚舞蹈”的Exergame可能适用,可用于体育教育的教学,但所有参与者的建议都需要考虑改善教学干预措施。

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