Resource potential of the active-game educational environment of physical education

Authors

  • A.M. Fokin The Herzen State Pedagogical University of Russia

Keywords:

physical education, active-game educational environment, concept of gamification, didactic possibilities.

Abstract

Objective of the study is to identify the didactic possibilities of the active-game educational environment on the basis of the implementation of the concept of gamification of physical education for students of pedagogical specialities.

Methods and structure of the study. Theoretical, empirical and statistical research methods were used to achieve the stated objective. The methods of statistical data processing involved the use of Student’s t-test to determine the significance of differences in independent samples, and Pearson’s chi-squared test (χ2) to demonstrate the statistical significance of the experimental results.

Results and conclusions. According to all the criteria applied, the experimental groups show more significant positive changes in the levels of formation of the educational environment than the control groups. The didactic potential of gamification is determined by the possibility of its application in organising the educational process in accordance with the active-game paradigm of physical education.

References

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Published

01-09-2026

How to Cite

Fokin, A. . (2026). Resource potential of the active-game educational environment of physical education. Theory and Practice of Physical Culture, (7), 74–76. Retrieved from http://www.tpfk.ru/index.php/TPPC/article/view/1738

Issue

Section

IN SEARCH OF NEW BREAKTHROUGH