Main Article Content

Roberto Silva Piñeiro
Grupo VALUOFIS COLEF Galicia - Grupo REMOSS Universidade de Vigo
Spain
Vol. 10 No. 2 (2024), Original papers, pages 349-376
DOI: https://doi.org/10.17979/sportis.2024.10.2.10626
Submitted: Apr 7, 2024 Accepted: Apr 26, 2024 Published: May 1, 2024
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Abstract

It is important to bear in mind that sedentary lifestyles and unhealthy habits have been influencing the classroom in recent years, and at the same time methodologies have emerged that aim to respond to them. Gamification is one of these innovative methodologies that uses games to work on non-playful aspects in the classroom. Their possibilities are infinite, as they depend on the imagination and desire of the teaching staff when it comes to creating new challenges. Based on a scientific literature review on curricular competences, gamification and the terms scape room and educational breakout, an intervention was carried out to test the benefits of using gamification in a Primary Education classroom to promote healthy and active habits. The sample consisted of 96 students from three primary school in Coruña and Pontevedra during 2022-2023. The practical proposal was carried out in four weeks in several indoor and outdor sessions, and consisted of the collaboration and active participation of the subjects studied, who had to overcome a series of challenges. The mechanics, dynamics and components of this game created a game scene in which the students had to stop a threat and try to establish a healthy lifestyle. A 15-item health and care questionnaire and a self-assessment target were used for data collection. The participants obtained significant improvements in physical, mental and social health and healthy habits. Gamification is considered an appropriate methodology for the achievement of healthy and active habits in primary school, but it is necessary to continue studying this methodology from an early age.

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