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The use of gamification in higher education to enhance learning and motivation. ; El uso de la gamificación en la educación superior para mejorar el aprendizaje y la motivación.

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  • معلومة اضافية
    • بيانات النشر:
      Editorial Reincisol
    • الموضوع:
      2024
    • نبذة مختصرة :
      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. ; La presente investigación se propuso explorar el impacto de la gamificación y las actividades interactivas en línea en los procesos de enseñanza y aprendizaje en la educación superior. El objetivo principal consistió en determinar si la integración de elementos lúdicos y tecnológicos en los entornos virtuales de aprendizaje podía potenciar la motivación, el compromiso y el rendimiento académico del estudiantado. Para ello, se llevó a cabo una revisión sistemática de la literatura científica, analizando los 154 artículos obtenidos en SCOPUS que evaluaron la efectividad de estas estrategias pedagógicas, para obtener esta data se hicieron varios filtros para obtener información más actualizada y relevante. Los resultados obtenidos sugieren que tanto la gamificación como las actividades ...
    • File Description:
      application/pdf; application/epub+zip
    • Relation:
      https://www.reincisol.com/ojs/index.php/reincisol/article/view/229/449; https://www.reincisol.com/ojs/index.php/reincisol/article/view/229/450; https://www.reincisol.com/ojs/index.php/reincisol/article/view/229
    • الدخول الالكتروني :
      https://doi.org/10.59282/reincisol.V3(6)2024
      https://www.reincisol.com/ojs/index.php/reincisol/article/view/229
    • Rights:
      Derechos de autor 2024 Johnny Alfredo Albán Alcívar, Ángel Marcelo Oña Chicaiza, Eliza Moraima Manobanda Manobanda, María Gabriela Cocha Telenchana ; https://creativecommons.org/licenses/by-nc-sa/4.0
    • الرقم المعرف:
      edsbas.2486813E