'We're Playing Clash of Clans® in PE?' Gamification of an Online Video Game to Authentically Apply Movement Skills

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Bibliographic Details
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 0000-0003-0031-2963), Jena Cottam, Anthony DeAnda, Charlize Lichlyter, Mya Maxwell
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
Description
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