The Avengers in action: A gamified-based intermittent programming unit in the Physical Education setting to promote physical activity and its psychological mediators in secondary education students.
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The purpose of the present study was to examine the effects of a gamified-based intermittent teaching unit in the
Physical Education setting, combined with behavior modification strategies and following an autonomysupportive
teaching style, on secondary education students’ physical activity (PA) psychological mediators
and objective weekly PA levels. A sample of 142 secondary education students (50 % females; 14–16 years) from
six classes were clustered randomly and assigned to Avengers (n = 79) or Control (n = 63) groups. The Avengers
group students performed a gamified-based intermittent teaching unit using only the first 15 min of each session
twice a week for eight weeks. Based on the Trans-Contextual Model of autonomous motivation in education, the
intermittent teaching unit was performed by behavior modification strategies such as goal-setting, activity
wristband, educational counselling, reminders, diary, motivational messages, and incentives. Students’ selfreported
PA psychological mediators were assessed by validated psychometric questionnaires before and after
the intervention. Moreover, objective weekly PA was assessed by the students wearing a Xiaomi Mi Band 5
activity wristband before and during the last week of the intervention. The Multilevel Linear Model results
showed that the gamified-based teaching unit produced a statistically significant improvement in all Avengers
group students’ PA psychological mediators (p < 0.05; d = 0.29–1.52) and objective weekly PA levels (p < 0.001;
d = 1.17). A gamified-based intermittent teaching unit in Physical Education combined with behavior modification
strategies seems to be effective for enhancing secondary education students’ PA psychological mediators
and weekly PA levels.
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Becerra-Fernández, C. A., Guijarro-Romero, S., & Mayorga-Vega, D. (2025). The Avengers in action: A gamified-based intermittent programming unit in the Physical Education setting to promote physical activity and its psychological mediators in secondary education students. Psychology of Sport and Exercise, 79, 102871. https://doi.org/10.1016/j.psychsport.2025.102871.
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