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.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Educational Games and Gamification
Type
article
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article

Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales

Dialnet (Universidad de la Rioja)
Educational Games and Gamification
article

Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales

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.

Dialnet (Universidad de la Rioja)
Quality Education
Openalex Percentile: Top 42%
Educational Games and Gamification
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Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales · Dialnet (Universidad de la Rioja) (2025) | TGRS Research Map | TGRS