Percepción del uso de recursos digitales gamificados en la formación inicial docente: innovación y participación

Today, the training of future teachers is forced to respond to the challenges posed by an increasingly digital educational environment. Given this scenario, the study aimed to explore how students perceive the use of gamified digital resources as part of their technological and didactic appropriation process. The experience was developed at a public university in the Dominican Republic, within a course focused on the design of educational materials. A qualitative approach was used, using an instrumental case study with the participation of 24 third-year students. Data collection was combined with observations, review of developed products, and a perception survey. The analysis identified five key dimensions: motivation, critical use of technologies, creativity, professional identity building, and the value of teacher support. The results indicate a very positive assessment of the proposal. Gamification not only motivated students but also generated more contextualized and functional learning. When integrated with pedagogical sense and active strategies, this type of resources can strengthen key competencies for current teaching and open new ways of conceiving the educational use of technology

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Publication Details

Journal
Pedagogical Constellation
Published
2025-09-01
DOI
https://doi.org/10.69821/constellations.v4i2.116
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Percepción del uso de recursos digitales gamificados en la formación inicial docente: innovación y participación

Alejandra Rojas Pérez
1 citations
Pedagogical Constellation
Educational Games and Gamification
3.44
article

Percepción del uso de recursos digitales gamificados en la formación inicial docente: innovación y participación

Alejandra Rojas Pérez
article en
1 citations

Abstract

Today, the training of future teachers is forced to respond to the challenges posed by an increasingly digital educational environment. Given this scenario, the study aimed to explore how students perceive the use of gamified digital resources as part of their technological and didactic appropriation process. The experience was developed at a public university in the Dominican Republic, within a course focused on the design of educational materials. A qualitative approach was used, using an instrumental case study with the participation of 24 third-year students. Data collection was combined with observations, review of developed products, and a perception survey. The analysis identified five key dimensions: motivation, critical use of technologies, creativity, professional identity building, and the value of teacher support. The results indicate a very positive assessment of the proposal. Gamification not only motivated students but also generated more contextualized and functional learning. When integrated with pedagogical sense and active strategies, this type of resources can strengthen key competencies for current teaching and open new ways of conceiving the educational use of technology

Pedagogical ConstellationVol. 4(2)
Universidad Católica del Cibao (DO)
Openalex Percentile: Top 7%
Educational Games and Gamification
3.44
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Percepción del uso de recursos digitales gamificados en la formación inicial docente: innovación y participación — Alejandra Rojas Pérez · Pedagogical Constellation (2025) | TGRS Research Map | TGRS