- Motivation and Self-Concept in Sports
- Educational Games and Gamification
- Sport Psychology and Performance
- E-Learning and Knowledge Management
- Educational Innovations and Technology
- Sports Performance and Training
- Sports Dynamics and Biomechanics
- Sports injuries and prevention
Universidad de Zaragoza
2023-2024
The Bologna Declaration (1999) and the implementation of European Higher Education Area have opened a new panorama learning. In Spanish Universities, an Undergraduate Dissertation (UD) is final step on developmental period undergraduate students. However, there are usually no previous subjects during course that prepare skills required at UD, especially autonomy. Therefore, great difficulties for To end this training gap, face-to-face was designed, another one based micro-videos designed in...
Abstract According to self‐determination theory, the need for competence, autonomy, and relatedness has been associated with intrinsic motivation. Fulfilling basic psychological needs can lead better learning, academic performance, well‐being. In this study, an anatomy program integrated gamification drawing methods explore their influence on satisfaction potential learning implications. Basic outcomes of sport sciences students were compared test effects Observe–Reflect–Draw–Edit–Repeat...
Over the last years padel has experienced an exponential growth in all areas, as can be seen significant number of licences, incorporation new professional circuits and a increase scientific publications. However, there are still scarce research that analyse depth conditional characteristics players according to side court which they play on. Several studies have evaluated explosive strength lower body racket sports, but existing evidence is scarce, limited heterogeneous, especially...
Abstract According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads ill-being negatively affects the learning process. The present study aimed analyze effects a gamified creativity-based teaching method human anatomy on compared with conventional method. A quasi-experimental design was employed, comparing two educational treatments (experimental control) over 7-week period. total 116 first-year students from Spanish public...
La gamificación se está constituyendo como foco de la revolución era digital en contextos educativos. Desde distintas teorías motivación, ha planteado una propuesta para mejora educativa. Dentro del contexto educativo personas adultas con discapacidad intelectual organización sin ánimo lucro, desarrolló investigación-acción focalizándose implementación gamificadora mediante aplicación ClassDojo. Se formó a las profesoras (n = 4) dicha institución el método gamificación, e implementaron un...