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Gamification and motivation in adolescents. Systematic review from Physical Education
15 references·1 citing·45 second hop
Gamification and motivation in adolescents. Systematic review from Physical Education (2025)Gamification and motivation in adolescent…The effects of gamification on the motivation and basic psychological needs of secondary school physical education students (2022)The effects of gamification o…Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education (2022)Gamification as a Pedagogical…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Intrinsic and extrinsic motiv…Gamification and physical education. 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(1996)The PEDro scale is a valid measure of the methodological quality of clinical trials: a demographic study (2009)The methodological quality assessment tools for preclinical and clinical studies, systematic review and meta‐analysis, and clinical practice guideline: a systematic review (2015)Methodological quality (risk of bias) assessment tools for primary and secondary medical studies: what are they and which is better? (2020)Motivational Beliefs, Values, and Goals (2002)Does observed controlling teaching behavior relate to students’ motivation in physical education? (2013)Do perceived autonomy-supportive and controlling teaching relate to physical education students' motivational experiences through unique pathways? Distinguishing between the bright and dark side of motivation (2014)The Motivational Impact of Wearable Healthy Lifestyle Technologies: A Self-determination Perspective on Fitbits With Adolescents (2017)The role of deliberate practice in the acquisition of expert performance. (1993)Gamifying learning experiences: Practical implications and outcomes (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)From game design elements to gamefulness (2011)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Self-Determination Theory Applied to Health Contexts (2012)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Applying Self-Determination Theory to Education: Regulations Types, Psychological Needs, and Autonomy Supporting Behaviors (2021)Autonomy-supportive teaching: Its malleability, benefits, and potential to improve educational practice (2021)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Qualitative research and evaluation methods (1980)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)The Coding Manual for Qualitative Researchers (2025)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Global prevalence and burden of depressive and anxiety disorders in 204 countries and territories in 2020 due to the COVID-19 pandemic (2021)PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews (2021)PRISMA2020 : An R package and Shiny app for producing PRISMA 2020‐compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis (2022)Gamification in theory and action: A survey (2014)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews119,202 cited
  • 2020Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions9,630 cited
  • 2003Reliability of the PEDro Scale for Rating Quality of Randomized Controlled Trials4,799 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2019Self-determination theory applied to physical education: A systematic review and meta-analysis.1,067 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2010Motivational profiles for secondary school physical education and its relationship to the adoption of a physically active lifestyle among university students273 cited
  • 2020Gamification and physical education. Viability and preliminary views from students and teachers182 cited
  • 2003Predicting motivational regulations in physical education: the interplay between dispositional goal orientations, motivational climate and perceived competence176 cited
  • 2020Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education94 cited
  • 2022The effects of gamification on the motivation and basic psychological needs of secondary school physical education students60 cited
  • 2018

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Más allá del libro de texto. La gamificación mediada con TIC como alternativa de innovación en Educación Física (Beyond the textbook. Gamification through ITC as an innovative alternative in Physical Education)
49 cited
  • 2019Análisis bibliográfico de la gamificación en Educación Física31 cited
  • 2022Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education29 cited
  • Cited by

    • 2025AI ‐Enhanced Gamification in Education: Developing and Validating a Scale for Measuring Engagement and Motivation Among Secondary School Students: Insights From the Network Analysis Perspective22 cited