Stakeholder Needs Analysis for Designing a Gamified Quest-Based Physical Education Course to Enhance Physical Fitness among Grade 11 Students
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Abstract
Insufficient physical activity among Thai adolescents remains a significant challenge, while physical education instruction is often perceived as repetitive and lacking motivation. This study aimed to understand the experiences and needs of stakeholders to define design requirements for gamified missions in a physical education course intended to enhance the physical fitness of Grade 11 students. The study was conducted across six private schools under the Office of the Private Education Commission in Kalasin Province, applying the Empathize stage of the Design Thinking process. The stakeholder group consisted of 84 Grade 11 students, six physical education teachers, and six school administrators. Research instruments included a stakeholder analysis form and semi-structured interviews. Qualitative data were analyzed using thematic analysis, while quantitative data were analyzed using descriptive statistics.
The results indicated that students expressed a high level of excitement and enjoyment toward the new learning process (93.33%) and enthusiasm for participation (86.67%). However, they reflected on obstacles related to weather conditions and insufficient equipment (72.22%). Regarding needs assessment, students prioritized equipment and technology the highest (65.56%), followed by activity formats emphasizing fun and competition (60.00%). Simultaneously, teachers and administrators reflected a critical need for equipment and innovation (100%), as well as policy support from administrators (100%). These findings led to the definition of design requirements for gamified missions, which include: missions with clear goals and immediate feedback, safe and creative competition, the use of technology to reflect progress, and support systems for teachers and schools to ensure the practical implementation of the innovation. This Phase 1 Educational Design Research fills the academic gap by integrating the concept of gamification with Self-Determination Theory within a resource-constrained context. The findings can be concretely applied as policy recommendations for educational institutions in allocating resources and designing innovative physical education courses.
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References
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