Game-based physical education: a pathway to increased student motivation and greater learning outcomes

Purpose The aim of this study was to examine the effects of game-based learning (GBL) on students’ motivation and academic performance in physical education. Methods Over a five-week period, a total of 51 first-year secondary school students in Tunisia (mean age = 15.0 ± 0.1 years, 50% female) were randomly assigned to an experimental group (EG) or a control group (CG). The EG received physical education instruction through a GBL approach, while the CG followed conventional, teacher-centered instruction. Learning outcomes were evaluated through Learning Time Analysis System video analysis at T0 (pre-intervention), T1 (mid-intervention), and T2 (post-intervention). Motivation was assessed pre- and post-intervention using the Situational Motivation Scale. Results Compared to the CG, the EG had significantly higher levels of identified regulation (5.42 ± 1.68 at T0 and 5.7 ± 0.92 at T2 for the EG vs. 4.4 ± 1.12 at T0 and 4.23 ± 1.85 at T2 for CG; p < 0.001; η p 2 = 0.26) and intrinsic motivation (5.52 ± 1.61 at T0 and 5.32 ± 1.37 at T2 for EG vs. 3.29 ± 1.34 at T0 and 4.37 ± 2.13 at T2 for CG; p < 0.001; η p 2 = 0.28). The EG also improved academic performance through improved motor engagement (50.7 ± 42.3 at T0 to 81.3 ± 20.2 at T1, to 131.4 ± 2.7 at T2; p < 0.001; η p 2 = 0.346) and reduced waiting time (82.9 ± 2.9 at T0 to 57.5 ± 3.5 at T1 and 50.3 ± 2.1 at T2; p < 0.001; η p 2 = 0.90) at both middle and post-intervention which was not always the case in the CG. Conclusion GBL significantly improved students’ motivation and engagement in physical education relative to conventional instruction. While these findings support the use of GBL as an effective pedagogical approach, the relatively small sample size suggests the need to replicate the study with larger and more diverse student populations, while also examining the long-term impact of GBL on skill retention and academic outcomes across different educational environments.

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Journal
Frontiers in Education
Published
2025-10-21
DOI
https://doi.org/10.3389/feduc.2025.1531651
Primary Topic
Educational Games and Gamification
Type
article
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article

Game-based physical education: a pathway to increased student motivation and greater learning outcomes

Waqar Husain, Maher Mrayah, Khaled Trabelsi, Mustafa Altınkök et al.
Frontiers in Education
Educational Games and Gamification
article

Game-based physical education: a pathway to increased student motivation and greater learning outcomes

Waqar Husain, Maher Mrayah, Khaled Trabelsi, Mustafa Altınkök, Ghaith Ezeddine, Amayra Tannoubi, Liwa Masmoudi, Mert Kurnaz, Haitham Jahrami, Achraf Ammar, Nafaa Souissi, Riheb Abaidia
article en

Abstract

Purpose The aim of this study was to examine the effects of game-based learning (GBL) on students’ motivation and academic performance in physical education. Methods Over a five-week period, a total of 51 first-year secondary school students in Tunisia (mean age = 15.0 ± 0.1 years, 50% female) were randomly assigned to an experimental group (EG) or a control group (CG). The EG received physical education instruction through a GBL approach, while the CG followed conventional, teacher-centered instruction. Learning outcomes were evaluated through Learning Time Analysis System video analysis at T0 (pre-intervention), T1 (mid-intervention), and T2 (post-intervention). Motivation was assessed pre- and post-intervention using the Situational Motivation Scale. Results Compared to the CG, the EG had significantly higher levels of identified regulation (5.42 ± 1.68 at T0 and 5.7 ± 0.92 at T2 for the EG vs. 4.4 ± 1.12 at T0 and 4.23 ± 1.85 at T2 for CG; p < 0.001; η p 2 = 0.26) and intrinsic motivation (5.52 ± 1.61 at T0 and 5.32 ± 1.37 at T2 for EG vs. 3.29 ± 1.34 at T0 and 4.37 ± 2.13 at T2 for CG; p < 0.001; η p 2 = 0.28). The EG also improved academic performance through improved motor engagement (50.7 ± 42.3 at T0 to 81.3 ± 20.2 at T1, to 131.4 ± 2.7 at T2; p < 0.001; η p 2 = 0.346) and reduced waiting time (82.9 ± 2.9 at T0 to 57.5 ± 3.5 at T1 and 50.3 ± 2.1 at T2; p < 0.001; η p 2 = 0.90) at both middle and post-intervention which was not always the case in the CG. Conclusion GBL significantly improved students’ motivation and engagement in physical education relative to conventional instruction. While these findings support the use of GBL as an effective pedagogical approach, the relatively small sample size suggests the need to replicate the study with larger and more diverse student populations, while also examining the long-term impact of GBL on skill retention and academic outcomes across different educational environments.

Frontiers in EducationVol. 10
University of Jordan (JO), University of Sfax (TN), COMSATS University Islamabad (PK), Johannes Gutenberg University Mainz (DE), Akdeniz University (TR), Haliç University (TR), University of Gafsa (TN), International Hospital of Bahrain (BH), Institut Supérieur du Sport et de l’Éducation Physique de Sfax (TN), Arabian Gulf University (BH), Manouba University (TN)
Openalex Percentile: Top 68%
Educational Games and Gamification
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