Evaluating the effectiveness of gamification in physical education: enhancing engagement through play and movement

Introduction: The increasing number of students who remain physically inactive creates dual health and educational problems that call for new PE strategies. Research demonstrates that gamification enhances student participation levels as well as their motivational factors while increasing their physical movement. Objective: The research evaluates how gamified PE classes affect student participation levels together with their internal drive and physical movement. Methodology: A six-week quasi-experimental study examined middle school student participation through an examination of 120 subjects. The PE activities used competition-enhancing game elements including goals and feedback systems and leaderboards. The researchers evaluated engagement through cognitive behavioral and emotional domains and used the Intrinsic Motivation Inventory to measure motivation. Wearable fitness trackers tracked the number of steps students took as well as the length of their activities and their expended energy. Results: Tests yielded significant findings showing that engagement showed substantial growth (t = 5.47, p < 0.001) especially in cognitive engagement aspects. The participants exhibited significant enhancement in their perception of competence as well as their sense of autonomy and relatedness between subjects (p < 0.001). The participants achieved better physical activity outcomes through 1,600 additional daily steps and a 60-minute increase in active time and 600 kcal increase in expended energy. Conclusion: Gamified PE interventions help boost student engagement while improving their motivation toward health activities and active behavior changes. Short-term evaluations in this research have proven effective yet long-term results alongside educational strategy combinations need additional research.

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Publication Details

Journal
Retos
Published
2025-03-01
DOI
https://doi.org/10.47197/retos.v64.112788
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Evaluating the effectiveness of gamification in physical education: enhancing engagement through play and movement

Salman Asghar, Adil Rajput, Samara M. Ahmed, Turan Çakır et al.
2 citations
Retos
Educational Games and Gamification
6.89
article

Evaluating the effectiveness of gamification in physical education: enhancing engagement through play and movement

Salman Asghar, Adil Rajput, Samara M. Ahmed, Turan Çakır, Koldoshev M.K.
article en
2 citations

Abstract

Introduction: The increasing number of students who remain physically inactive creates dual health and educational problems that call for new PE strategies. Research demonstrates that gamification enhances student participation levels as well as their motivational factors while increasing their physical movement. Objective: The research evaluates how gamified PE classes affect student participation levels together with their internal drive and physical movement. Methodology: A six-week quasi-experimental study examined middle school student participation through an examination of 120 subjects. The PE activities used competition-enhancing game elements including goals and feedback systems and leaderboards. The researchers evaluated engagement through cognitive behavioral and emotional domains and used the Intrinsic Motivation Inventory to measure motivation. Wearable fitness trackers tracked the number of steps students took as well as the length of their activities and their expended energy. Results: Tests yielded significant findings showing that engagement showed substantial growth (t = 5.47, p < 0.001) especially in cognitive engagement aspects. The participants exhibited significant enhancement in their perception of competence as well as their sense of autonomy and relatedness between subjects (p < 0.001). The participants achieved better physical activity outcomes through 1,600 additional daily steps and a 60-minute increase in active time and 600 kcal increase in expended energy. Conclusion: Gamified PE interventions help boost student engagement while improving their motivation toward health activities and active behavior changes. Short-term evaluations in this research have proven effective yet long-term results alongside educational strategy combinations need additional research.

RetosVol. 64
Sakarya University (TR), Effat University (SA), King Abdulaziz University (SA), Osh State University (KG)
Openalex Percentile: Top 5%
Educational Games and Gamification
6.89
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