This study examined the effects of gamified
distance learning on the satisfaction of psychological needs for competence
among undergraduate physical education students. Grounded in self-determination
theory, the research aimed to determine whether integrating game-based elements
into an online course could enhance students’ perceived competence in a remote
learning environment, which is often associated with reduced motivation and
engagement. A quasi-experimental design was employed involving 120
undergraduate physical education students enrolled in a compulsory distance
learning course. Participants were divided into a gamified learning group and a
non-gamified control group. The gamified course incorporated elements such as
points, levels, progress badges, leaderboards, and performance feedback aligned
with course objectives, while the control group followed a conventional online
instructional format. Data were collected over a 12-week semester using a
validated competence need satisfaction questionnaire administered before and
after the intervention.
The results revealed a statistically significant
improvement in competence need satisfaction among students in the gamified
group compared to the control group. Mean competence scores increased notably
in the gamified condition, indicating that students perceived greater mastery,
effectiveness, and skill development throughout the course. In contrast, the
control group showed only marginal changes over time. Additional analysis
suggested that structured feedback and progressive task challenges were key
contributors to the observed improvements. Students in the gamified group also
demonstrated higher task completion rates and reported greater confidence in
applying theoretical knowledge to practical physical education contexts.
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