A gamified exergaming intervention improves basic psychological needs in primary-school PE compared with a traditional didactic intervention¶
Claim · All claims
Evidence · 1 study · causalr2·q2·i1small
Currency · newest study 2020 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i1 In a non-randomised controlled natural experiment, all basic psychological needs as a whole improved more in the gamified exergaming group than in the control group. → Quintas 2020
Evidence¶
Quintas 2020¶
Quintas, A., Bustamante, J.-C., Pradas, F., & Castellar, C. (2020). Psychological effects of gamified didactics with exergames in Physical Education at primary schools: results from a natural experiment. https://doi.org/10.1016/j.compedu.2020.103874
q2 · i1 · causal · r2
Non-randomised controlled natural experiment in four primary schools comparing 12-session gamified exergaming and traditional PE treatments via 2x2 factorial ANOVA. An "interaction effect was observed on BPN" with ηp2=.023 (a small effect), plus an interaction effect on perceived relatedness with ηp2=.025; all needs as a whole improved in the experimental group.
"An interaction effect was observed on BPN (F(1)=7.35, p=.007, ηp2=.023, Mexp-control=1.359) (see Fig. 8). An interaction effect (F(1)=7.99, p=.005, ηp2=.025, Mexp-control=.456) and a time effect (F(1)=11.7, p=.001, η p2=.036, Mexp-control=-.577) on perceived relatedness took place . All the needs as a whole improved in the experimental group compared to the control group."
Discussion¶
Related Claims¶
- Commitment to and behaviour towards learning is better after a gamified exergaming intervention than after traditional PE teaching — related
- Rhythmic motor skill academic performance is better after a gamified exergaming intervention than after traditional PE teaching — related
- A gamified exergaming intervention improves the time transformation and autotelic experience flow dimensions, but not overall dispositional flow — related
- Gamified exergaming shows no intrinsic-motivation harm: intrinsic motivation and amotivation changed adversely only in the control group, and external regulation fell only in the experimental group — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
gamified-exergaming-improves-basic-psychological-needs-pe |
title |
A gamified exergaming intervention improves basic psychological needs in primary-school PE compared with a traditional didactic intervention |
description |
A gamified exergaming intervention improves basic psychological needs in primary-school PE compared with a traditional didactic intervention |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2020 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — quintas-2020 |
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