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SYSTEMATIC REVIEW article

Front. Psychol.

Sec. Educational Psychology

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1575104

This article is part of the Research Topic Physical Education for Holistic Educational Development View all articles

Gamification and motivation in adolescents. Systematic review from Physical Education

Provisionally accepted
Alejandro Sal-de-Rellán Alejandro Sal-de-Rellán *Álvaro Hernández-Suárez Álvaro Hernández-Suárez Ariadna Hernaiz-Sánchez Ariadna Hernaiz-Sánchez
  • Department of Education and Educational Innovation, Faculty of Law, Education and Humanities, Universidad Europea de Madrid, Madrid, Spain

The final, formatted version of the article will be published soon.

    Physical Education plays a crucial role in adolescent health, but motivation remains a challenge as participation declines during this stage. Gamification, which integrates game elements into learning, has gained attention as a methodology to enhance it. However, its effectiveness in Physical Education requires further exploration.This systematic review followed PRISMA guidelines. A search was conducted in Dialnet, PubMed, ERIC, Scopus, and Web of Science for studies published between 2015 and January 2025. Research focusing on gamification and motivation in secondary and high school Physical Education was selected based on predefined criteria. The methodological quality was assessed using the PEDro scale.A total of 19 studies met the inclusion criteria. The findings indicate that gamification enhances motivation in Physical Education, whether applied independently or combined with other methodologies. Additional benefits include improved autonomy, social skills, and classroom atmosphere. However, its impact on academic performance and motor skill development remains inconclusive. One study reported potential drawbacks when gamification neglects affectivemotivational skills.Gamification appears to be an effective tool for increasing motivation in Physical Education. However, methodological inconsistencies limit the generalizability of results. Future research should Con formato: Inglés (americano)Eliminado: strategy include control groups, clearer methodologies, and long-term evaluations to assess its sustained impact.

    Keywords: Motivation, Gamification, Physical Education, adolescents, engagement, learning outcomes, Pedagogical innovation

    Received: 11 Feb 2025; Accepted: 05 Mar 2025.

    Copyright: © 2025 Sal-de-Rellán, Hernández-Suárez and Hernaiz-Sánchez. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Alejandro Sal-de-Rellán, Department of Education and Educational Innovation, Faculty of Law, Education and Humanities, Universidad Europea de Madrid, Madrid, Spain

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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