'We're Playing Clash of Clans® in PE?' Gamification of an Online Video Game to Authentically Apply Movement Skills
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| Title: | 'We're Playing Clash of Clans® in PE?' Gamification of an Online Video Game to Authentically Apply Movement Skills |
|---|---|
| Language: | English |
| Authors: | John P. Rech (ORCID |
| Source: | Strategies: A Journal for Physical and Sport Educators. 2025 38(4):36-41. |
| Availability: | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
| Peer Reviewed: | Y |
| Page Count: | 6 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Descriptive |
| Descriptors: | Gamification, Physical Education, Educational Technology, Video Games, Technology Uses in Education, Skill Development, National Standards |
| DOI: | 10.1080/08924562.2025.2498329 |
| ISSN: | 0892-4562 2168-3778 |
| Abstract: | Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®. The game incorporates various skills across the psychomotor, cognitive, social, affective, and health-related fitness domains, and offers diverse tasks and roles to promote inclusivity. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1475336 |
| Database: | ERIC |
| Abstract: | Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®. The game incorporates various skills across the psychomotor, cognitive, social, affective, and health-related fitness domains, and offers diverse tasks and roles to promote inclusivity. |
|---|---|
| ISSN: | 0892-4562 2168-3778 |
| DOI: | 10.1080/08924562.2025.2498329 |