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1.
Children (Basel) ; 9(12)2022 Dec 08.
Artigo em Inglês | MEDLINE | ID: mdl-36553374

RESUMO

The application of gamified learning in physical education is becoming increasingly popular. The aim of this work was to compare the effects of gamification versus traditional methodology to check whether there were differences in the attitudes of the students. A quasi-experimental design study was carried out. The sample consisted of 66 students in Secondary Education. Three questionnaires, POSQ (Perception of Success), BPN (Basic Psychological Needs) and CCDEF (Disruptive Behaviour in Physical Education), were used in both groups before and after carrying out each proposal. Firstly, an independent samples Student's t-test was performed. The results showed significant final differences in all variables except two: competence (p = 0.068) and aggressiveness (p = 0.136). Secondly, a paired samples t-test was performed. In this case, the control group showed a significant decrease in the variables task orientation (p = 0.004) and autonomy (p < 0.001). According to the experimental group, all variables showed significant differences (p < 0.05), except for two, competence (p = 0.223) and aggressiveness (p = 0.056). Therefore, it was concluded that, with the gamified learning, the students expressed higher levels of task orientation, all BPNs and lower levels of disruptive behaviours than the students who were subjected to the traditional methodology. This kind of intervention can help to improve the quality of education as set out in the SDGs through Quality Education.

2.
Artigo em Inglês | MEDLINE | ID: mdl-32575919

RESUMO

Gamification is an innovative pedagogical approach to addressing problems related to social behaviour, student motivation and academic performance at different educational stages. Therefore, this research aimed to analyse its impact on the motivations and academic performances of university students. The research was carried out in the training of future teachers specialising in physical education during two academic courses. In total, 127 students participated in the study, divided into a gamified experimental group (n = 62) and a control group (n = 65). The participants completed a questionnaire to assess motivation in physical education before and after the intervention and performed a final exam to assess academic performance. The results indicated an increase in external regulation in the experimental group only. Furthermore, this group achieved significantly better academic performance. The findings of this study suggest that gamified implementation is beneficial for academic performance at the university stage, even though intrinsic motivation does not change. Furthermore, the nature of rewards or punishments, as characteristic of this pedagogical approach, could play an important role in the expected results, since external regulation increased significantly after the intervention.


Assuntos
Desempenho Acadêmico , Motivação , Feminino , Humanos , Masculino , Educação Física e Treinamento , Estudantes , Universidades
3.
Rev. mex. pediatr ; 63(3): 127-8, mayo-jun. 1996. tab
Artigo em Espanhol | LILACS | ID: lil-192385

RESUMO

Con la finalidad de conocer los diagnósticos de egreso y la letalidad que se registra entre los adolescentes atendidos en un servicio de pediatría médica de un hospital de tercer nivel, se revisaron los expedientes clínicos de los ingresos habidos en dos años (del 1o. de enero de 1990 al 31 de diciembre de 1992). Como principales diagnósticos se encontraron: insuficiencia renal crónica, 254 casos (11.97 por ciento); leucemia 61 casos, (2.85 por ciento); asma bronquial, 61 casos (2.85 por ciento); comunicación interventricular, 55 casos (2.52 por ciento). Como primera causa de letalidad se encontró a la leucemia con 30 casos (30.0 por ciento); en el segudo lugar estuvo la insuficiencia renal crónica, 11 casos (8.8 por ciento); el lupus eritematoso sistémico se observó en nueve casos (7.2 por ciento); insuficiencia renal aguda, ocho casos (6.4 por ciento) y traumatismo craneoencefálico seis casos (4.8 por ciento). Se comentan los hallazgos haciendo notar el predominio de los padecimientos crónicos.


Assuntos
Humanos , Masculino , Feminino , Adolescente , /estatística & dados numéricos , Leucemia/mortalidade , Adolescente Hospitalizado/estatística & dados numéricos , Hospitais/estatística & dados numéricos , Insuficiência Renal Crônica/mortalidade
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