El impacto de la gamificación en el rendimiento académico de estudiantes universitarios

This research analyzes the impact of gamification as a pedagogical strategy on the academic performance of university students. The study is based on the premise that the incorporation of game-based elements—such as rewards, levels, badges, and immediate feedback—can enhance intrinsic motivation and engagement with learning. Using a mixed-methods approach, questionnaires were applied, and academic results were compared between two groups: one that participated in gamified activities and another that followed traditional methodologies. The findings reveal a significant improvement in performance and participation in the experimental group, as well as a more positive perception of the learning experience. It is concluded that gamification, when implemented in a planned and contextualized manner, is an effective tool to foster active learning and improve academic outcomes in higher education.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-01-15
DOI
https://doi.org/10.5281/zenodo.16891826
Primary Topic
Vehicular Ad Hoc Networks (VANETs)
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

El impacto de la gamificación en el rendimiento académico de estudiantes universitarios

Zenodo (CERN European Organization for Nuclear Research)
Vehicular Ad Hoc Networks (VANETs)
article

El impacto de la gamificación en el rendimiento académico de estudiantes universitarios

article en

Abstract

This research analyzes the impact of gamification as a pedagogical strategy on the academic performance of university students. The study is based on the premise that the incorporation of game-based elements—such as rewards, levels, badges, and immediate feedback—can enhance intrinsic motivation and engagement with learning. Using a mixed-methods approach, questionnaires were applied, and academic results were compared between two groups: one that participated in gamified activities and another that followed traditional methodologies. The findings reveal a significant improvement in performance and participation in the experimental group, as well as a more positive perception of the learning experience. It is concluded that gamification, when implemented in a planned and contextualized manner, is an effective tool to foster active learning and improve academic outcomes in higher education.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 49%
Vehicular Ad Hoc Networks (VANETs)
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.