Resumen
En la actualidad el alumnado no practica la suficiente actividad física para mantener un nivel de vida saludable. Esta falta de práctica se asocia con un descenso de las necesidades psicológicas básicas (NPB) y descenso de motivación hacia la actividad física. Para conseguir aumentar la motivación se propone emplear la gamificación; sin embargo, pocos estudios observan cómo la gamificación afecta a las NPB, y menos a la necesidad de novedad. Por ello, se trató de observar cómo la gamificación afecta a la necesidad de novedad en la asignatura de educación física en educación primaria. En el estudio participaron 99 estudiantes de primero, segundo y quinto. Estos fueron divididos en un grupo experimental (GE, n = 49) y un grupo control (GC, n = 50), habiendo participación de los tres cursos previamente nombrados en ambos grupos. Para observar el cambio en la novedad se hizo uso de un cuestionario pre y post-intervención (BPN-CS). Los resultados mostraron que el GE obtuvo aumentos de novedad, mientras que el GC no obtuvo cambios. En conclusión, la gamificación parece ser una herramienta viable para conseguir mejoras en la necesidad de novedad en el alumnado de educación física en educación primaria.
Citas
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