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Literature mapping about gamification in the teaching and learning processes
dc.contributor.author | ACOSTA-MEDINA, Julieth K. | |
dc.contributor.author | TORRES-BARRETO, Martha L. | |
dc.contributor.author | ALVAREZ-MELGAREJO, Mileidy | |
dc.date.accessioned | 2022-10-26T15:18:14Z | |
dc.date.available | 2022-10-26T15:18:14Z | |
dc.date.issued | 2020-04-02 | |
dc.identifier.issn | 0798-1015 | |
dc.identifier.other | 2739-0071 | |
dc.identifier.uri | http://bdigital2.ula.ve:8080/xmlui/654321/9085 | |
dc.description.abstract | 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. | en_US |
dc.description.abstract | 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. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Grupo Editorial Espacios GEES 2021 C.A. | en_US |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/3.0/ve/ | en_US |
dc.subject | Gamification | en_US |
dc.subject | learning | en_US |
dc.subject | teaching | en_US |
dc.subject | systematic review | en_US |
dc.subject | Gamificación | en_US |
dc.subject | aprendizaje | en_US |
dc.subject | enseñanza | en_US |
dc.subject | revisión sistemática | en_US |
dc.title | Literature mapping about gamification in the teaching and learning processes | en_US |
dc.title.alternative | Mapeo de la literatura acerca de la gamificación en los procesos de enseñanza y aprendizaje | en_US |
dc.type | Article | en_US |