ArticlePloS one2026
Exploring the impact of gamified elements on motivation-related variables in physical education.
Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Gamification in physical education is an active methodology that fosters student engagement. However, few studies have examined its influences based on the types of elements in gamification. This study analyzed and compared the effects of these factors on motivation, future physical activity intention and basic psychological needs. The intervention was conducted with secondary school students in Spain during 8 physical education sessions in different schools. The 209 participants were divided into 3 groups: a control group (CG), a group where intrinsic gamification elements predominated (InMG), and another where extrinsic elements predominated (ExMG). Participants completed the questionnaires before and after the intervention. The results revealed a significant time × group interaction effect for perceived competence (p = .023) and future physical activity intention (p = .02). Although these interactions did not derive from statistically significant post-hoc pairwise comparisons, descriptive trends revealed a tendency toward an increase in perceived competence for both the ExMG and InMG, and a specific upward tendency for future physical activity intention only within the InMG. No significant effects were observed for the remaining motivational regulations, which remained stable across all conditions. In conclusion, the findings delineate the specific and nuanced impacts of the two evaluated gamification profiles. While both the InMG and ExMG frameworks were associated with a descriptive tendency toward a slight improvement in students' perceived competence compared to the CG, the InMG profile suggested a possible descriptive advantage in fostering intentions for future physical practice that requires further confirmation.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.