The use of interactive games and the impact on autonomous learning

To delve deeper into this topic, the research was proposed with the aim of developing intrinsic motivation through gamification strategies, evidencing its impact on the academic performance of eighth grade "A" students of the República del Ecuador High School. A quantitative approach was used to evaluate the impact of interactive games on students' motivation and academic performance. The sample consisted of 21 students, who were surveyed to gather information about the frequency of use, perception, and effectiveness of interactive games in the learning process. The results showed that, although most students showed a marked preference for online games, differences were observed in terms of their impact on content comprehension, suggesting the need to adapt gamification strategies to individual learning characteristics. The study provides evidence of the potential of interactive games to foster autonomy, increase motivation, and moderately improve academic performance in English language teaching, constituting a promising strategy to transform traditional teaching methods.

Authors

Institutions

Publication Details

Journal
Revista Científica de Innovación Educativa y Sociedad Actual "ALCON"
Published
2025-05-16
DOI
https://doi.org/10.62305/alcon.v5i3.604
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The use of interactive games and the impact on autonomous learning

Jonathan Paúl Cárdenas Coello, Kim J. Vicente, Victoria Sariach Martínez Parrales, Zoyla Dayana Castaño Pihuave
Revista Científica de Innovación Educativa y Sociedad Actual "ALCON"
Educational Games and Gamification
article

The use of interactive games and the impact on autonomous learning

Jonathan Paúl Cárdenas Coello, Kim J. Vicente, Victoria Sariach Martínez Parrales, Zoyla Dayana Castaño Pihuave
article en

Abstract

To delve deeper into this topic, the research was proposed with the aim of developing intrinsic motivation through gamification strategies, evidencing its impact on the academic performance of eighth grade "A" students of the República del Ecuador High School. A quantitative approach was used to evaluate the impact of interactive games on students' motivation and academic performance. The sample consisted of 21 students, who were surveyed to gather information about the frequency of use, perception, and effectiveness of interactive games in the learning process. The results showed that, although most students showed a marked preference for online games, differences were observed in terms of their impact on content comprehension, suggesting the need to adapt gamification strategies to individual learning characteristics. The study provides evidence of the potential of interactive games to foster autonomy, increase motivation, and moderately improve academic performance in English language teaching, constituting a promising strategy to transform traditional teaching methods.

Revista Científica de Innovación Educativa y Sociedad Actual "ALCON"Vol. 5(3)
Universidad Estatal del Sur de Manabi (EC)
Openalex Percentile: Top 90%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The use of interactive games and the impact on autonomous learning — Jonathan Paúl Cárdenas Coello, Kim J. Vicente, et al. · Revista Científica de Innovación Educativa y Sociedad Actual "ALCON" (2025) | TGRS Research Map | TGRS