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Qualitative case-study methods with focus groups and interviews assess 10 teachers and 56 students, reporting strong positive evaluations.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/research-report/","Research & Report",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/social-networks-and-gamification-in-physical-education-a-case-study/600235/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/social-networks-and-gamification-in-physical-education-a-case-study/600235.png","ImageObject",300,407,{"name":42,"@type":43},"RuangKosong","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-11-05","2026-10-15",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",6,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What is the main objective of the study?","Question",{"text":63,"@type":64},"To analyze teachers' and students' perceptions of a gamified physical education proposal for secondary education that uses social networks to support communication, collaboration, and physical activity promotion.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"Why is Edmodo used in the experience?",{"text":68,"@type":64},"Edmodo is used as a vertical social network with an attractive interface for students and privacy protection without requiring personal data.",{"name":70,"@type":61,"acceptedAnswer":71},"How is the research conducted and what sample is used?",{"text":72,"@type":64},"The study uses a qualitative case study design, collecting data through focus groups and group interviews with 10 teachers and 56 students.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},600235,1792188839,{"code":4,"msg":82,"data":83},"success",[84,88,92,96,101,105,110,114,119,122,126],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":85,"show_sort_weight":86,"slug":87},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":89,"show_sort_weight":90,"slug":91},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":93,"show_sort_weight":94,"slug":95},"Exam",70,"exam",{"id":97,"doc_module":4,"doc_module_name":25,"category_name":98,"show_sort_weight":99,"slug":100},5,"Comic",60,"comic",{"id":55,"doc_module":4,"doc_module_name":25,"category_name":102,"show_sort_weight":103,"slug":104},"Technology",50,"technology",{"id":106,"doc_module":4,"doc_module_name":25,"category_name":107,"show_sort_weight":108,"slug":109},7,"Healthcare",40,"healthcare",{"id":111,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":112,"slug":113},8,30,"research-report",{"id":115,"doc_module":4,"doc_module_name":25,"category_name":116,"show_sort_weight":117,"slug":118},9,"Religion & Spirituality",20,"religion-spirituality",{"id":117,"doc_module":4,"doc_module_name":25,"category_name":120,"show_sort_weight":117,"slug":121},"World Cup","world-cup",{"id":123,"doc_module":4,"doc_module_name":25,"category_name":124,"show_sort_weight":123,"slug":125},10,"Lifestyle","lifestyle",{"id":127,"doc_module":4,"doc_module_name":25,"category_name":128,"show_sort_weight":97,"slug":129},19,"General","general",{"code":4,"msg":82,"data":131},{"doc_id":79,"user_id":132,"nickname":42,"user_avatar":133,"doc_module":4,"category_id":111,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":139,"language":140,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":12,"update_tm":144,"read_time":145},962090883219,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","OPEN ACCESS  \nResearch Article  \nContemporary Educational Technology, 2023, 15(1), ep401 ISSN: 1309-517X (Online)  \nSocial networks and gamification in physical education: A case study  \nFrancisco José Montiel-Ruiz 1  \n 0000-0002-0119-8843  \nMaría-del-Mar Sánchez-Vera 2  \n 0000-0003-4179-6570  \nIsabel M. Solano-Fernández 2*  \n 0000-0003-3760-8899  \n1 Statistics, Mathematics and Computer Science Department, University of Miguel Hernández, Alicante, SPAIN  \n2 Didactics and School Organization Department, University of Murcia, Murcia, SPAIN  \n* Corresponding author: [imsolano@um.es](imsolano@um.es)  \nCitation: Montiel-Ruiz, F. J., Sánchez-Vera, M.-d.-M., & Solano-Fernández, I. M. (2023) . Social networks and gamification in physical education: A case study. Contemporary Educational Technology, 15(1), ep401 .  \n[https://doi.org/10.30935/cedtech/12660](https://doi.org/10.30935/cedtech/12660)  \nARTICLE INFO ABSTRACT  \n\n| Received: 31 Jul 2022\u003Cbr>Accepted: 7 Nov 2022 | Recent research and studies on training plans in physical education agree on the need to incorporate digital technologies in teaching contexts. At the same time, the introduction of active methodologies, such as gamification, has become one of the major trends of recent years. In this paper we present the perception of teachers and students about a gamified proposal for physical education in secondary education that uses social networks as a way for communication, collaboration, and promotion of physical activity among students. Edmodo has been used to carry out this experience because, as a vertical social network, it has an attractive interface for students and protects their privacy by not requiring any personal data.\u003Cbr>This is a qualitative research, with a case study methodological design, which has used the focus group and group interview as data collection techniques. The sample consisted of 10 teachers, which represents all the teachers participating in the experience, and 56 students. The results show the positive assessment, both by teachers and students, of the Edmodo social network asa virtual teaching-learning environment for physical education in secondary education, and gamification as an active methodology. Likewise, the influence that the proposal, based on the use of digital technologies and gamification, has had on the promotion of physical activity among pupils has been high.\u003Cbr>Keywords: physical education, social networks, gamification, secondary education, digital technologies |\n| --- | --- |\n| INTRODUCTION |  |\n\nIn recent years, the initial and continuous training plans for physical education teachers have demanded the incorporation of digital technologies (Almusawi et al., 2021; Gawrisch et al., 2020; Phelps et al., 2021; Wyant & Baek, 2019), as well as such as the incorporation of active methodologies such as gamification (Cañizares & Carbonero, 2018; Fernández-Río et al., 2020; Sotos-Martínez et al., 2021) . The combination of gamification, as a methodological strategy, and the use of digital technologies to carry out didactic situations within the framework of physical education in the school context, is materializing in innovative experiences such as those carried out by Lizandra et al. (2020), Monguillot et al. (2015), Montiel-Ruiz (2022), Ordiz (2017), Ortí (2018), and Quintero González et al. (2018) .  \nFrom educational technology, digital tools can facilitate the management of the elements that make up agamification process. Therefore, it is one of the lines of research and work in this field of knowledge according  \nto Cabero (2016) . Likewise, research such as that of Baydas et al. (2015), and more recently Dağhan and Gündüz (2022) highlight the game-based learning and educational game and game design as trends in research in educational technology for the coming years. In this sense, thus, we have to consider the importance of properly integrating educational resources into gamification strategies. Educational resources do not work ","cbCaijlLGYgwOsuO","https://ap.wps.com/l/cbCaijlLGYgwOsuO","pdf",377252,15,"English","# Abstract\n# Introduction","[{\"question\":\"What is the main objective of the study?\",\"answer\":\"To analyze teachers' and students' perceptions of a gamified physical education proposal for secondary education that uses social networks to support communication, collaboration, and physical activity promotion.\"},{\"question\":\"Why is Edmodo used in the experience?\",\"answer\":\"Edmodo is used as a vertical social network with an attractive interface for students and privacy protection without requiring personal data.\"},{\"question\":\"How is the research conducted and what sample is used?\",\"answer\":\"The study uses a qualitative case study design, collecting data through focus groups and group interviews with 10 teachers and 56 students.\"}]","Social networks and gamification in physical education: A case study | PDF",1792090295,38]