Challenges of Innovation Through Gamification in the Classroom

The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the perspective of the various stakeholders involved. Using a qualitative methodology, data from an open-ended survey and the learning journals of 73 students were triangulated with the teaching journals of four lecturers. The category-based data analysis indicates that escape room-type games and digital boards are the most highly valued as innovative educational tools that promote active learning. Conflict resolution, cooperative work, and understanding of theoretical knowledge stood out as achieved objectives. The overall positive view, the classroom atmosphere of excitement and fun, and the impact on learning due to increased motivation were highlighted in participants’ opinions. From the lecturers’ perspective, the outcome is shown to be worthwhile in terms of effort and benefit.

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Publication Details

Journal
Education Sciences
Published
2025-10-09
DOI
https://doi.org/10.3390/educsci15101341
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
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article

Challenges of Innovation Through Gamification in the Classroom

Ana Gracia Gil, Celia Marcén, Raquel Casanovas López, Magalí Denoni-Buján et al.
3 citations
Education Sciences
Educational Games and Gamification
10.33
article

Challenges of Innovation Through Gamification in the Classroom

Ana Gracia Gil, Celia Marcén, Raquel Casanovas López, Magalí Denoni-Buján, Sheila Coral-Aguilar
article en
3 citations

Abstract

The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the perspective of the various stakeholders involved. Using a qualitative methodology, data from an open-ended survey and the learning journals of 73 students were triangulated with the teaching journals of four lecturers. The category-based data analysis indicates that escape room-type games and digital boards are the most highly valued as innovative educational tools that promote active learning. Conflict resolution, cooperative work, and understanding of theoretical knowledge stood out as achieved objectives. The overall positive view, the classroom atmosphere of excitement and fun, and the impact on learning due to increased motivation were highlighted in participants’ opinions. From the lecturers’ perspective, the outcome is shown to be worthwhile in terms of effort and benefit.

Education SciencesVol. 15(10)
Universidad de Zaragoza (ES)
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
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Challenges of Innovation Through Gamification in the Classroom — Ana Gracia Gil, Celia Marcén, et al. · Education Sciences (2025) | TGRS Research Map | TGRS