Gamification as an Educational Strategy to Increase Motivation and Academic Performance
DOI:
https://doi.org/10.62161/revvisual.v16.5323Keywords:
Gamification, Streategy, Motivation, Learning, System design, Game, TeachingAbstract
This article presents the design and implementation of an educational strategy based on gamification, whose objective was to motivate students and encourage active participation in virtual classes. The experience was developed with 35 undergraduate students from the National University of Ucayali in the subject Systems Design. Where a diagnosis of the needs and interests of the students was carried out, the technological tools were selected to design and implement Gamification scenarios and finally the results showed a good level of acceptance of the strategy that favored learning and improved the pass rate with compared to previous years.
Downloads
References
Contreras Espinosa, R. S. (2016). Juegos digitales y gamificación aplicados en el ámbito de la educación. RIED-Revista Iberoamericana de Educación a Distancia, 19(2), 27–33. https://doi.org/10.5944/ried.19.2.16143
Corchuelo Rodriguez, C. A. (2018). Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula. Edutec. Revista Electrónica De Tecnología Educativa, (63), 29-41 (380). https://doi.org/10.21556/edutec.2018.63.927
Hong, Y., Saab, N., & Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 212, 105000. https://doi.org/10.1016/j.compedu.2024.105000
Lee, W., Lu, L., & Li, X. (Robert). (2024). Unlocking the power of gamification: Alleviating reward-sensitivity in promotional interactions. International Journal of Hospitality Management, 119, 103717. https://doi.org/10.1016/j.ijhm.2024.103717
Nieto-Escamez, F. A., & Roldan-Tapia, M. D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Front. Psychol, 6448552 https://doi.org/10.3389/fpsyg.2021.648552
Peña, D. de la, Lizcano, D., & Martínez-Álvarez, I. (2021). Learning through play: Gamification model in university-level distance learning. Entertainment Computing, 39, 100430. https://doi.org/10.1016/j.entcom.2021.100430
Pérez-López, I.J., Rivera, E. & Trigueros, C. (2017). “La profecía de los elegidos”: un ejemplo de gamificación aplicado a la docencia universitaria. Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte, 66, 243-260. https://doi.org/10.15366/rimcafd2017.66.003
Prieto Andreu, J. M. (2020). Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. Teoría De La Educación. Revista Interuniversitaria, 32(1), 73–99. https://doi.org/10.14201/teri.20625
Ríos, William & Lozano, Camila & Aguilera Castillo, Andres. (2014). Aprende jugando: el uso de técnicas de gamificación en entornos de aprendizaje. Revista IM-Pertinente, 2(1), 125-143. https://ciencia.lasalle.edu.co/im/vol2/iss1/7/
Sharma, W., Lim, W. M., Kumar, S., Verma, A., & Kumra, R. (2024). Game on! A state-of-the-art overview of doing business with gamification. Technological Forecasting and Social Change, 198, 122988. https://doi.org/10.1016/j.techfore.2023.122988
Downloads
Published
How to Cite
Issue
Section
License
Those authors who publish in this journal accept the following terms:
- Authors will keep the moral right of the work and they will transfer the commercial rights.