Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design and Participants
2.2. Procedure
2.2.1. TPSR Pedagogical Model
2.2.2. Gamification Tools
2.2.3. Direct Instruction Methodology
2.3. Instruments
2.3.1. Cognitive Performance
- For the verbal fluency task, examinees were instructed to name as many words (animals and vegetables) as possible in 60 seconds for each category. All responses were recorded by the examiner. The number of correct responses, repetitions, and rule violations were totaled for each category for 3 variables: animals, vegetables, and the mean of the 2 variables.
- For the unstructured task (planning), examinees had to complete 4 pages of puzzle games. Each puzzle had a designated point value and subjects were given 6 min to earn as many points as possible. Irrespective of actual point value, puzzles could have a high or low cost–benefit ratio. Subjects needed to plan ahead to avoid items that were strategically poor choices.
- For the cognitive inhibition task, examinees were required to read 3 different tables as fast as possible. In the first 2 tables, subjects had to read names of colors (henceforth referred to as color words) printed in black ink and name different color patches. Conversely, in the third table, entitled the color word condition, color words were printed in a colored ink that did not match the meaning of the word (i.e., the word “red” was printed in green ink). In this instance, participants were required to name the color of the ink instead of reading the word.
2.3.2. Academic Achievement
- Average of all subjects (8 subjects): Language, mathematics, geography/history, physics/chemistry, biology (only in the second grade of compulsory secondary education), English, PE, music, and plastic education or technology (depending on the grade).
- Average of all subjects with the exception of PE (7 subjects).
- Average of the core subjects (6 subjects): Language, mathematics, geography/history, physics/chemistry, biology (only in the second grade), and English. Although the students in the third grade had physics/chemistry and biology subjects and the students in the second grade only had physics/chemistry, the averages are the same in both groups.
2.4. Fidelity of Implementation
2.5. Data Analysis
2.6. Ethics Statement
3. Results
Inferential Analysis
4. Discussion
Strengths and Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Control Group | Experimental Group | |
---|---|---|
1. Mechanics (MC). Grants rewards and provides feedback on the accomplishment of the challenges. | 0.33 | 0.80 |
2. Dynamics (DN). Introduces a narrative thread into the session. Generates curiosity. | 0 | 0.63 |
3. Components (CO). Generates missions, realms (groups), roles/status, badges, rankings, and markers. | 0 | 0.90 |
4. Leadership (L). Allows students to lead or be in charge of a group. | 0 | 0.90 |
5. Task in group (TIG). The activity is carried out in a group, with the participation of all team members. | 0.16 | 0.80 |
6. Autonomy (AU). Empowers students to meet cooperative challenges. | 0.33 | 0.96 |
7. Problem-solving (PS). Works with problem situations that force the student to seek solutions through inquiry or investigation. | 0.16 | 0.66 |
8. Choice and voice grant (CVG). This allows students to reflect, interact and have a voice on decisions that affect the development of the class. | 0.16 | 0.43 |
9. Fostering group creation and cohesion (GCC). Favors the cohesion and creation of groups in the proposed activities. | 0.16 | 1 |
10. Role in evaluation time (RET). Allows students to play a role in assessing learning. | 0.00 | 0.53 |
11. Transfer (T). Provides the possibility of applying the values in class to other contexts in real life. | 0.00 | 0.40 |
12. Set expectations (SE). This makes explicit to students what it expects of them, and the content that will be addressed. | 0.33 | 0.93 |
Total Mean | 0.14 | 0.75 |
Variable | Group | Pre-Test | Post-Test | Pre–Post Comparative | |||
---|---|---|---|---|---|---|---|
Mean | SE | Mean | SE | p-Value | Dif (SE) | ||
Language | Experimental | 6.08 | 0.19 | 6.32 | 0.20 | 0.005 ** | −0.24 (0.085) |
Control | 5.16 | 0.34 | 5.76 | 0.36 | 0.000 ** | −0.59 (0.152) | |
p-value + SE | 0.025 * | 0.405 | 0.183 | 0.424 | |||
Mathematics | Experimental | 5.15 | 0.20 | 5.16 | 0.22 | 0.941 | −0.01 (0.124) |
Control | 4.87 | 0.36 | 5.45 | 0.39 | 0.010 ** | −0.55 (0.336) | |
p-value + SE | 0.505 | 0.419 | 0.531 | 0.459 | |||
AAS | Experimental | 5.85 | 0.17 | 6.34 | 0.17 | 0.000 ** | −0.49 (0.059) |
Control | 5.87 | 0.30 | 6.37 | 0.31 | 0.000 ** | −0.50 (0.106) | |
p-value + SE | 0.957 | 0.357 | 0.942 | 0.364 | |||
AAS-N-PE | Experimental | 5.59 | 0.18 | 6.12 | 0.18 | 0.000 ** | −0.53 (0.061) |
Control | 5.79 | 0.33 | 6.27 | 0.32 | 0.000 ** | −0.47 (0.108) | |
p-value + SE | 0.596 | 0.384 | 0.696 | 0.380 | |||
ACS | Experimental | 5.65 | 0.18 | 5.98 | 0.19 | 0.000 ** | −0.32 (0.061) |
Control | 5.51 | 0.33 | 5.88 | 0.34 | 0.001 ** | −0.37 (0.109) | |
p-value + SE | 0.706 | 0.391 | 0.806 | 0.405 | |||
Cognitive inhibition | Experimental | 5.30 | 0.71 | 9.80 | 0.61 | 0.000 ** | −4.49 (0.706) |
Control | 8.00 | 1.27 | 4.70 | 1.09 | 0.009 ** | 3.30 (1.25) | |
p-value + SE | 0.000 ** | 1.48 | 0.000 ** | 1.27 | |||
VF (naming animals) | Experimental | 11.08 | 0.30 | 14.23 | 0.29 | 0.000 ** | −3.14 (0.245) |
Control | 13.33 | 0.54 | 12.81 | 0.53 | 0.232 | 0.524 (0.436) | |
p-value + SE | 0.001 ** | 0.634 | 0.023 * | 0.619 | |||
VF (naming vegetables) | Experimental | 6.90 | 0.21 | 7.85 | 0.22 | 0.000 ** | −0.94 (0.177) |
Control | 7.21 | 0.38 | 7.16 | 0.39 | 0.873 | 0.05 (0.315) | |
p-value + SE | 0.489 | 0.446 | 0.135 | 0.455 | |||
Verbal fluency (mean) | Experimental | 9.00 | 0.22 | 11.04 | 0.21 | 0.000 ** | −2.04 (0.148) |
Control | 10.27 | 0.39 | 10.00 | 0.38 | 0.276 | 0.27 (0.263) | |
p-value + SE | 0.006 ** | 0.461 | 0.020 * | 0.448 | |||
Planning | Experimental | 139.57 | 2.25 | 290.81 | 108.20 | 0.166 | −151.2 (108.7) |
Control | 141.47 | 4.00 | 176.71 | 192.38 | 0.856 | −35.23 (193.2) | |
p-value + SE | 0.685 | 4.65 | 0.611 | 224.01 |
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Melero-Cañas, D.; Morales-Baños, V.; Ardoy, D.N.; Manzano-Sánchez, D.; Valero-Valenzuela, A. Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education. Sustainability 2021, 13, 5966. https://doi.org/10.3390/su13115966
Melero-Cañas D, Morales-Baños V, Ardoy DN, Manzano-Sánchez D, Valero-Valenzuela A. Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education. Sustainability. 2021; 13(11):5966. https://doi.org/10.3390/su13115966
Chicago/Turabian StyleMelero-Cañas, David, Vicente Morales-Baños, Daniel N. Ardoy, David Manzano-Sánchez, and Alfonso Valero-Valenzuela. 2021. "Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education" Sustainability 13, no. 11: 5966. https://doi.org/10.3390/su13115966
APA StyleMelero-Cañas, D., Morales-Baños, V., Ardoy, D. N., Manzano-Sánchez, D., & Valero-Valenzuela, A. (2021). Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education. Sustainability, 13(11), 5966. https://doi.org/10.3390/su13115966