Level up Learning: A Systematic Review of Gamification in Physical Education

Authors

  • John Louise Marcaida Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Dexk Michael Tayag Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Rey Acebes Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Carlo Don Daz Perez Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Ryan Dizon Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Rene Amaro Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Raymart Viray Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines
  • Sergio Cabrera Department of Physical Education, Our Lady of Fatima University, Pampanga, Philippines

DOI:

https://doi.org/10.69569/jip.2024.0480

Keywords:

Gamification, Learning outcomes, Physical Education, Student engagement, Systematic Review

Abstract

 Gamification is one of the emerging trends in the digital era, which is bound to apply game-based design to a non-game context for engagement, fun, and user enjoyment.  Various disciplines and domains increasingly utilize gamification due to its popularity and promising effect. This study is oriented toward systematically analyzing the given literature and studies published in gamification. A systematic review of the literature approach was applied to circumnavigate the methods and techniques used in physical education and the positive and negative implications of the latter. Of 464 related studies, 42 were carefully assessed using the inclusion and exclusion criteria, quality assessment, and data extraction and synthesis. The trend in the use of gamification started in 2010-2020, and in 2019, gamification reached its highest peak. Most relevant studies come from European and American contexts, while few works have been published in Asian, African, and Oceanian contexts. The results of this study attested that in the field of physical education, four domains frequently used gamification, which included physical activity, sports, student engagement, and learning outcomes. Further exploring its beneficial effects could help maximize its usage and popularity. 

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Published

2024-09-28

How to Cite

Marcaida, J. L., Tayag, D. M., Acebes, R., Perez, C. D. D., Dizon, R., Amaro, R., … Cabrera, S. (2024). Level up Learning: A Systematic Review of Gamification in Physical Education . Journal of Interdisciplinary Perspectives, 2(11), 101–110. https://doi.org/10.69569/jip.2024.0480