Claims

A gamified exergaming intervention improves basic psychological needs in primary-school PE compared with a traditional didactic intervention

Claim · All claims
Evidence · 1 study · causal r2 · q2 · i1 small
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

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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