Gamified Inclusive Physical Education as an Adaptive Rehabilitation Model for University Students with Blast Traumatic Brain Injury

Authors

DOI:

https://doi.org/10.17309/jltm.2026.7.1.05

Keywords:

inclusive physical education, gamification, traumatic brain injury, adaptive learning, rehabilitation, university students, balance, coordination

Abstract

Background. The ongoing war in Ukraine has increased the number of university students living with disabilities caused by blast traumatic brain injury (TBI). This situation creates an urgent need for inclusive physical education models that combine rehabilitation goals with effective motivational strategies. Gamification may enhance participation, adherence, and functional recovery within adaptive learning environments.

Objectives. The purpose of this study was to determine the effectiveness of a gamified inclusive physical education program as an adaptive rehabilitation model for university students with blast traumatic brain injury.

Materials and Methods. Twenty-eight first-year male students aged 18–23 years with mild blast TBI and mild functional impairment participated in the study. Participants were divided into a control group (n = 14) and an experimental group (n = 14). The control group followed a standard inclusive physical education program, while the experimental group completed a vestibular rehabilitation program integrated with gamification elements. The intervention lasted two academic semesters. Functional changes were assessed using the Lower Quarter Y-Balance Test and the Figure-of-8 Walk Test. Data were processed using descriptive statistics and Student’s t-test.

Results. At baseline, no statistically significant differences were observed between groups (p > .05). After the intervention, the experimental group demonstrated substantially greater improvements than the control group across all indicators. Gains in the experimental group ranged from 15.3% to 22.1%, while changes in the control group did not exceed 5.7%. The largest effects were observed in walking efficiency, balance control, and coordination performance.

Conclusions. Gamified inclusive physical education can be considered an effective adaptive rehabilitation model for university students with blast traumatic brain injury. The integration of structured physical exercises with motivational game mechanics improved functional outcomes, engagement, and movement confidence. The findings support the use of gamification in inclusive university physical education under conditions of increased rehabilitation demand.

Downloads

Download data is not yet available.

Author Biographies

Oksana Blavt, Lviv Polytechnic National University

Department of РЕ, Bandera St, 12, Lviv, 79013, Ukraine
oksanablavt@ukr.net

Gennadii Iedynak, Kamianets-Podilskyi National Ivan Ohiienko University

Department of Theory and Methods of РЕ, Ohiienko St, 62, Kamianets-Podilskyi, 32300, Ukraine
yedinak.g.a@gmail.com

Yan Bezhrebelny, Lviv Polytechnic National University

Department of Pedagogics and Innovative Education, Bandera St., 12. Lviv, 79013, Ukraine
ybezhrebelny@gmail.com

References

Klos, L. Y., Blavt, O. Z., & Kovalchuk, O. P. (2024). Implementation of complex rehabilitation of disabled veterans of the Russian-Ukrainian war in institutions of higher education. Rehabilitation and Recreation, 18(3), 10–22. https://doi.org/10.32782/2522-1795.2024.18.3.1 DOI: https://doi.org/10.32782/2522-1795.2024.18.3.1

Dang, B., Chen, W., He, W., & Chen, G. (2017). Rehabilitation treatment and progress of traumatic brain injury dysfunction. Neural Plasticity, 2017, Article 1582182. https://doi.org/10.1155/2017/1582182 DOI: https://doi.org/10.1155/2017/1582182

Row, J., Chan, L., Damiano, D., Shenouda, C., Collins, J., & Zampieri, C. (2019). Balance assessment in traumatic brain injury: A comparison of the sensory organization and limits of stability tests. Journal of Neurotrauma, 36(16), 2435–2442. https://doi.org/10.1089/neu.2018.5755 DOI: https://doi.org/10.1089/neu.2018.5755

Fulk, G. D., Nirider, C., Williams, G., & DeBlois, A. (2024). Traumatic brain injury. In G. D. Fulk, & K. K. Chui (Eds.), O’Sullivan & Schmitz’s physical rehabilitation (8th ed.). F. A. Davis Company.

Pellerin, S., Wilson, W. J., & Haegele, J. A. (2022). The experiences of students with disabilities in self-contained physical education. Sport, Education and Society, 27(1), 14–26. https://doi.org/10.1080/13573322.2020.1817732 DOI: https://doi.org/10.1080/13573322.2020.1817732

Lieberman, L. J., Houston-Wilson, C., & Grenier, M. (2024). Strategies for inclusion: Physical education for everyone. Human Kinetics. DOI: https://doi.org/10.5040/9781718260023

Blavt, O., & Herasymenko, O. (2024). Inclusive physical education of students with disabilities due to war injuries: Restoration of lower extremity functions. Journal of Learning Theory and Methodology, 5(1), 5–12. https://doi.org/10.17309/jltm.2024.5.1.01 DOI: https://doi.org/10.17309/jltm.2024.5.1.01

Ferriz-Valero, A., Østerlie, O., Martínez, S. G., & García-Jaén, M. (2020). Gamification in physical education: Evaluation of its impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465 DOI: https://doi.org/10.3390/ijerph17124465

Fernandez-Rio, J., de las Heras, E., González, T., Trillo, V., & Palomares, J. (2020). Gamification and physical education: Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509–524. https://doi.org/10.1080/17408989.2020.1743253 DOI: https://doi.org/10.1080/17408989.2020.1743253

Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O., & Navarro-Patón, R. (2022). Gamification in physical education: A systematic review. Education Sciences, 12(8), 540. https://doi.org/10.3390/educsci12080540 DOI: https://doi.org/10.3390/educsci12080540

Hsia, L. H., Lin, Y. N., Lin, C. H., & Hwang, G. J. (2025). Effectiveness of gamified intelligent tutoring in physical education through the lens of self-determination theory. Computers & Education, 227, Article 105212. https://doi.org/10.1016/j.compedu.2024.105212 DOI: https://doi.org/10.1016/j.compedu.2024.105212

Jadán-Guerrero, J., Avilés-Castillo, F., Buele, J., & Palacios-Navarro, G. (2023). Gamification in inclusive education for children with disabilities: Global trends and approaches—A bibliometric review. In O. Gervasi et al. (Eds.), Computational Science and Its Applications – ICCSA 2023 Workshops (pp. 461–477). Springer. https://doi.org/10.1007/978-3-031-37105-9_31 DOI: https://doi.org/10.1007/978-3-031-37105-9_31

Sotos-Martínez, V. J., Tortosa-Martínez, J., Baena-Morales, S., & Ferriz-Valero, A. (2024). It’s game time: Improving basic psychological needs and promoting positive behaviours through gamification in physical education. Retos, 59, 760–768. https://doi.org/10.47197/retos.v59.103867

Youness, M., Ouhrir, S., & Lotfi, S. (2026). The effects of digital technologies on physical education outcomes: A systematic review and meta-analysis. Physical Education Theory and Methodology, 26(2), 230–250. https://doi.org/10.17309/tmfv.2026.2.02 DOI: https://doi.org/10.17309/tmfv.2026.2.02

Triolo, G., Lombardo, R., Ivaldi, D., Quartarone, A., & Lo Buono, V. (2025). An Overview About Figure-of-Eight Walk Test in Neurological Disorders: A Scoping Review. Neurology International, 17(7), 112. https://doi.org/10.3390/neurolint17070112 DOI: https://doi.org/10.3390/neurolint17070112

Schwiertz, G., Beurskens, R., & Muehlbauer, T.(2020). Discriminative validity of the lower and upper quarter Y balance test performance: a comparison between healthy trained and untrained youth. BMC Sports Sci Med Rehabil, 12, 73. https://doi.org/10.1186/s13102-020-00220-w DOI: https://doi.org/10.1186/s13102-020-00220-w

Hess, R.J., Brach, J.S., Piva, S.R., & VanSwearingen, J.M. (2010). Walking skill can be assessed in older adults: validity of the Figure-of-8 Walk Test. Phys Ther, 90(1), 89–99. https://doi.org/10.2522/ptj.20080121 DOI: https://doi.org/10.2522/ptj.20080121

Adrianne, J. (2011). The Fitocrats: How Two Nerds Turned an Addiction to Videogames into an Addiction to Fitness. The New York Observer. Available from: https://observer.com/business/

Tan, J.C., & Stern, М. (2026). Tan’s Practical Manual of Physical Medicine and Rehabilitation: 3rd Edition. Amsterdam: Elsevier.

Välimäki, M., Mishina, K., Kaakinen, J. K., Holm, S. K., Vahlo, J., Kirjonen, M., Pekurinen, V., Tenovuo, O., Korkeila, J., Hämäläinen, H., Sarajuuri, J., Rantanen, P., Orenius, T., & Koponen, A. (2018). Digital gaming for improving the functioning of people with traumatic brain injury: Randomized clinical feasibility study. Journal of Medical Internet Research, 20(3), e77. https://doi.org/10.2196/jmir.7618 DOI: https://doi.org/10.2196/jmir.7618

Sgubin, G., Deodato, M., & Murena, L. (2023). Gamification in rehabilitation: The role of subjective experience in a multisensory learning context—A narrative review. Gestalt Theory, 45(1–2), 121–137. https://doi.org/10.2478/gth-2023-0012 DOI: https://doi.org/10.2478/gth-2023-0012

Downloads

Published

2026-04-30

How to Cite

Blavt, O., Iedynak, G., & Bezhrebelny, Y. (2026). Gamified Inclusive Physical Education as an Adaptive Rehabilitation Model for University Students with Blast Traumatic Brain Injury. Journal of Learning Theory and Methodology, 7(1), 49–56. https://doi.org/10.17309/jltm.2026.7.1.05

Issue

Section

Original Scientific Articles

Most read articles by the same author(s)