000089707 001__ 89707
000089707 005__ 20210902121704.0
000089707 0247_ $$2doi$$a10.1371/journal.pone.0231269
000089707 0248_ $$2sideral$$a117844
000089707 037__ $$aART-2020-117844
000089707 041__ $$aeng
000089707 100__ $$0(orcid)0000-0003-4621-6993$$aQuintas-Hijós, Alejandro$$uUniversidad de Zaragoza
000089707 245__ $$aAnalysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment
000089707 260__ $$c2020
000089707 5060_ $$aAccess copy available to the general public$$fUnrestricted
000089707 5203_ $$aOne 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.
000089707 536__ $$9info:eu-repo/grantAgreement/ES/UZ/JIUZ-2017-SOC-06
000089707 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttp://creativecommons.org/licenses/by/3.0/es/
000089707 590__ $$a3.24$$b2020
000089707 591__ $$aMULTIDISCIPLINARY SCIENCES$$b26 / 73 = 0.356$$c2020$$dQ2$$eT2
000089707 592__ $$a0.99$$b2020
000089707 593__ $$aMultidisciplinary$$c2020$$dQ1
000089707 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000089707 700__ $$0(orcid)0000-0002-3776-2901$$aPeñarrubia-Lozano, Carlos$$uUniversidad de Zaragoza
000089707 700__ $$0(orcid)0000-0002-8201-0469$$aBustamante, Juan Carlos$$uUniversidad de Zaragoza
000089707 7102_ $$13001$$2187$$aUniversidad de Zaragoza$$bDpto. Expres.Music.Plást.Corp.$$cÁrea Didáctica Expres.Corporal
000089707 7102_ $$14001$$2215$$aUniversidad de Zaragoza$$bDpto. Ciencias de la Educación$$cÁrea Didáctica y Organiz. Esc.
000089707 7102_ $$14009$$2735$$aUniversidad de Zaragoza$$bDpto. Psicología y Sociología$$cÁrea Psicolog.Evolut.Educac
000089707 773__ $$g15, 4 (2020), e0231269 [27 pp.]$$pPLoS One$$tPloS one$$x1932-6203
000089707 8564_ $$s847317$$uhttps://zaguan.unizar.es/record/89707/files/texto_completo.pdf$$yVersión publicada
000089707 8564_ $$s492985$$uhttps://zaguan.unizar.es/record/89707/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000089707 909CO $$ooai:zaguan.unizar.es:89707$$particulos$$pdriver
000089707 951__ $$a2021-09-02-09:15:56
000089707 980__ $$aARTICLE