Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales

This article analyzes the application of gamification and Information and Communication Technologies (ICT) as didactic tools in inclusive learning, with special emphasis on higher education. Through a mixed methodology, which included student surveys and documentary analysis, the perceptions, motivations and results of the incorporation of gamified strategies in educational contexts were evaluated. The findings indicate that, although 95.5% of students had no previous experience with gamification, 67% perceive that it can improve their academic performance. Elements such as stories, narratives, and missions were the most attractive. Gamification, supported by ICT, represents an effective strategy to foster inclusive environments, increasing student participation and engagement.

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Publication Details

Journal
Revista Multidisciplinar Epistemología de las Ciencias
Published
2025-05-17
DOI
https://doi.org/10.71112/kwq57923
Primary Topic
Educational Innovations and Technology
Type
article
Field-Weighted Citation Impact
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article

Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales

Antonio José de Sucre, Delia Consuegra, María Mitre Vásquez
Revista Multidisciplinar Epistemología de las Ciencias
Educational Innovations and Technology
article

Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales

Antonio José de Sucre, Delia Consuegra, María Mitre Vásquez
article en

Abstract

This article analyzes the application of gamification and Information and Communication Technologies (ICT) as didactic tools in inclusive learning, with special emphasis on higher education. Through a mixed methodology, which included student surveys and documentary analysis, the perceptions, motivations and results of the incorporation of gamified strategies in educational contexts were evaluated. The findings indicate that, although 95.5% of students had no previous experience with gamification, 67% perceive that it can improve their academic performance. Elements such as stories, narratives, and missions were the most attractive. Gamification, supported by ICT, represents an effective strategy to foster inclusive environments, increasing student participation and engagement.

Revista Multidisciplinar Epistemología de las CienciasVol. 2(2)
Universidad de Panamá (PA)
Openalex Percentile: Top 85%
Educational Innovations and Technology
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