Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education

In this study, the impacts of sports gamification on college students’ learning motivation and learning performances were explored by training students majoring in physical education to play tennis. A total of 150 students from a physical education college were selected to participate in this experi...

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Main Authors: Taofeng Liu, Mariusz Lipowski
Format: Article
Language:English
Published: MDPI AG 2021-01-01
Series:International Journal of Environmental Research and Public Health
Subjects:
Online Access:https://www.mdpi.com/1660-4601/18/3/1267
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spelling doaj-a0b54d2b14eb47fbbf89072f475920642021-02-01T00:01:21ZengMDPI AGInternational Journal of Environmental Research and Public Health1661-78271660-46012021-01-01181267126710.3390/ijerph18031267Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher EducationTaofeng Liu0Mariusz Lipowski1School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou 450001, ChinaDepartment of Psychology, Gdansk University of Physical Education and Sport, 80-336 Gdansk, PolandIn this study, the impacts of sports gamification on college students’ learning motivation and learning performances were explored by training students majoring in physical education to play tennis. A total of 150 students from a physical education college were selected to participate in this experimental teaching, and they were divided into the experimental group (EG) and the control group (CG). Based on the above purposes, the differences in the teaching methods and teaching objectives of the EG and the CG is that the former uses games as a key method in tennis teaching. All participants were asked to complete questionnaires, with the purpose of evaluating the learning motivation of tennis before and after sports game intervention. Additionally, the differentiated learning motivation and learning performance between EG and CG before and after experimental teaching was tested and evaluated. Results demonstrate that students in the EG have significantly increased their intrinsic motivation and introjected regulation, thereby showing better results than CG in key test items. In addition, the above result reveals the positive role of sports gamification in promoting the learning motivation and performance of college students.https://www.mdpi.com/1660-4601/18/3/1267sports gamesmotivationexperimental teachinglearning performancetennis skills
collection DOAJ
language English
format Article
sources DOAJ
author Taofeng Liu
Mariusz Lipowski
spellingShingle Taofeng Liu
Mariusz Lipowski
Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
International Journal of Environmental Research and Public Health
sports games
motivation
experimental teaching
learning performance
tennis skills
author_facet Taofeng Liu
Mariusz Lipowski
author_sort Taofeng Liu
title Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
title_short Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
title_full Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
title_fullStr Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
title_full_unstemmed Sports Gamification: Evaluation of Its Impact on Learning Motivation and Performance in Higher Education
title_sort sports gamification: evaluation of its impact on learning motivation and performance in higher education
publisher MDPI AG
series International Journal of Environmental Research and Public Health
issn 1661-7827
1660-4601
publishDate 2021-01-01
description In this study, the impacts of sports gamification on college students’ learning motivation and learning performances were explored by training students majoring in physical education to play tennis. A total of 150 students from a physical education college were selected to participate in this experimental teaching, and they were divided into the experimental group (EG) and the control group (CG). Based on the above purposes, the differences in the teaching methods and teaching objectives of the EG and the CG is that the former uses games as a key method in tennis teaching. All participants were asked to complete questionnaires, with the purpose of evaluating the learning motivation of tennis before and after sports game intervention. Additionally, the differentiated learning motivation and learning performance between EG and CG before and after experimental teaching was tested and evaluated. Results demonstrate that students in the EG have significantly increased their intrinsic motivation and introjected regulation, thereby showing better results than CG in key test items. In addition, the above result reveals the positive role of sports gamification in promoting the learning motivation and performance of college students.
topic sports games
motivation
experimental teaching
learning performance
tennis skills
url https://www.mdpi.com/1660-4601/18/3/1267
work_keys_str_mv AT taofengliu sportsgamificationevaluationofitsimpactonlearningmotivationandperformanceinhighereducation
AT mariuszlipowski sportsgamificationevaluationofitsimpactonlearningmotivationandperformanceinhighereducation
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