The use of gamification in higher education to enhance learning and motivation.
DOI:
https://doi.org/10.59282/reincisol.V3(6)778-805Keywords:
higher education; gamification; motivation; learningAbstract
The present research aimed to explore the impact of gamification and interactive online activities on teaching and learning processes in higher education. The main objective was to determine whether the integration of ludic and technological elements in virtual learning environments could enhance student motivation, engagement and academic performance. To this end, a systematic review of the scientific literature was carried out, analyzing the 154 articles obtained from SCOPUS that evaluated the effectiveness of these pedagogical strategies. The results obtained suggest that both gamification and interactive online activities have the potential to enrich the learning experience by fostering active participation, collaboration and intrinsic motivation of students. However, the effects on traditionally measured academic performance are more nuanced and require further research to draw definitive conclusions. In conclusion, the empirical evidence suggests that these innovative pedagogical strategies hold promise for transforming higher education, although further research is needed to better understand the mechanisms underlying their effects and to develop best practices for their implementation in diverse educational contexts.
Downloads
Metrics
References
Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernández-López, L., De Saa-Pérez, P., & Pérez-Jiménez, R. (2021). Gamification and deep learning approaches in higher education. En Journal of Hospitality, Leisure, Sport and Tourism Education (Vol. 29). Elsevier B.V. https://doi.org/10.1016/j.jhlste.2020.100290
Cachay-Gutierrez, A., & Cabanillas-Carbonell, M. (2024). Educational video games to improve the learning process. En International Journal of Evaluation and Research in Education (Vol. 13, Número 3, pp. 1917-1930). Institute of Advanced Engineering and Science. https://doi.org/10.11591/ijere.v13i3.26432
Corrales Serrano, M. (2023). Gamification and the History of Art in Secondary Education: A Didactic Intervention. En Education Sciences (Vol. 13, Número 4). MDPI. https://doi.org/10.3390/educsci13040389
de la Fuente-Anuncibay, R., Sapio, N., Ortega-Sánchez, D., & Cuesta Gómez, J. L. (2023). Edutainment, Gamification and Nutritional Education: An Analysis of Its Relationship With The Perception of Organizational Culture in Primary Education. En SAGE Open (Vol. 13, Número 1). SAGE Publications Inc. https://doi.org/10.1177/21582440231156867
Dugnol-Menéndez, J., Jiménez-Arberas, E., Ruiz-Fernández, M. L., Fernández-Valera, D., Mok, A., & Merayo-Lloves, J. (2021). A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students. En BMC Medical Education (Vol. 21, Número 1). BioMed Central Ltd. https://doi.org/10.1186/s12909-021-02973-5
Fernández-Cruz, F. J., Rodríguez-Legendre, F., & Sainz, V. (2024). Digital competence in teaching and the design of innovative situations with ICT to improve learning. En Bordon. Revista de Pedagogia (Vol. 76, Número 2, pp. 11-24). Sociedad Espanola de Pedagogia. https://doi.org/10.13042/Bordon.2024.106342
Gamarra, M., Dominguez, A., Velazquez, J., & Páez, H. (2022). A gamification strategy in engineering education—A case study on motivation and engagement. En Computer Applications in Engineering Education (Vol. 30, Número 2, pp. 472-482). John Wiley and Sons Inc. https://doi.org/10.1002/cae.22466
Garcia-Iruela, M., Hijón-Neira, R., & Connolly, C. (2021). Analysis of three methodological approaches in the use of gamification in vocational training. En Information (Switzerland) (Vol. 12, Número 8). MDPI AG. https://doi.org/10.3390/info12080300
Gil-García, I. C., Fernández-Guillamón, A., García-Cascales, M. S., & Molina-García, Á. (2023). Virtual campus environments: A comparison between interactive H5P and traditional online activities in master teaching. En Computer Applications in Engineering Education (Vol. 31, Número 6, pp. 1648-1661). John Wiley and Sons Inc. https://doi.org/10.1002/cae.22665
Gómez, C. J., Hinojo-Lucena, F. J., Moreno-Vera, J. R., & Alonso-Garcia, S. (2023). Analysis of a forced blended-learning program in social sciences higher education during the COVID-19 post-pandemic. En Education and Training (Vol. 65, Número 2, pp. 298-311). Emerald Publishing. https://doi.org/10.1108/ET-06-2022-0246
Katerine Montoya Luna-Victoria, J., Tiverio Molina-Granja, F., Geovanny Yanza Chávez, W., & Marcelo Ortega Mosquera, J. (2024). Impact of artificial Intelligence technologies on Inclusive education: A study in students aged 15 to 18; [Impacto de las tecnologías de inteligencia artificial en la educación inclusiva: Un estudio en estudiantes de 15 a 18 años]. En Encuentros (Maracaibo) (Número 21, pp. 116-125). Universidad Nacional Experimental Rafael Maria Baralt. https://doi.org/10.5281/zenodo.11118100
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Johnny Alfredo Albán Alcívar, Ángel Marcelo Oña Chicaiza, Eliza Moraima Manobanda Manobanda, María Gabriela Cocha Telenchana
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.