Literature mapping about gamification in the teaching and learning processes
Fecha
2020-04-02Autor
ACOSTA-MEDINA, Julieth K.
TORRES-BARRETO, Martha L.
ALVAREZ-MELGAREJO, Mileidy
Metadatos
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Gamification refers to the incorporation of typical game
elements in contexts that are not games, with an
objective to motivate the individual to perform certain
tasks. For this reason, numerous academics are
putting their efforts into designing gamified strategies
for the classroom. This paper maps trends and
patterns related to gamification as a strategy in
teaching and learning processes. For this purpose, a
systematic literature review was conducted, based on
the content analysis of 99 documents. The results
highlight engagement, motivation, and performance as
the principal benefits from adopting gamified tools in
the classroom. This research is made up of
Quantitative and conceptual work: the most used
collection techniques are questionnaires, and the
gamified elements focused on are the point scoring
system, badges, and leaderboard. These previous
reasons motivate a growing trend for the use of
gamification both in face-to-face modality and virtual
learning platforms, as well as opening new lines of
research related to the long-term impact of these
strategies and their relation to lifelong learning. La gamificación hace referencia a la incorporación de
elementos propios del juego en contextos que no son
juegos y tiene como objetivo motivar al individuo a
realizar determinadas tareas. Este artículo pretende
mapear tendencias y patrones en cuanto a la
gamificación como estrategia en los procesos de
enseñanza y aprendizaje, realizando un análisis del
contenido de 99 documentos. Los resultados señalan al
compromiso, motivación y rendimiento como los
principales beneficios de las herramientas gamificadas
usadas en las aulas.