Gamificación como estrategia para asistir la actividad en equipo: Un estudio secundario

Autores/as

  • Gabriela Francisca Solís Magaña Universidad Autónoma de Yucarán
  • Raúl Antonio Aguilar Vera Universidad Autónoma de Yucatán, México http://orcid.org/0000-0002-1711-7016
  • Julio César Díaz Mendoza Universidad Autónoma de Yucarán

DOI:

https://doi.org/10.32870/recibe.v14i1.398

Palabras clave:

Gamificación, Compromiso, Plataforma Educativa, Equipos

Resumen

La gamificación ha sido utilizada en el contexto educativo como una propuesta de intervención pedagógica para aumentar la motivación, la participación, el compromiso y mejorar el aprendizaje de los estudiantes. El objetivo de esta revisión es recopilar, sintetizar y evaluar evidencia sobre el uso de la gamificación a las prestaciones de las plataformas educativas, en particular a dinámicas de trabajo por equipos y efecto en el compromiso de los estudiantes. Se realizó la búsqueda de la información en cinco bases de datos en el contexto de la informática y la educación, se aplicaron criterios de elegibilidad como son: estudios de investigación de revistas especializadas distribuidos en un rango de diez años, excluyendo los duplicados, incompletos o que provengan de estudios secundarios. Se obtuvieron 2,953 estudios primarios de los cuales se seleccionaron 28 estudios que fueron publicados entre el 2015 y el 2023. Se destaca la incorporación de elementos de juego en la plataforma Moodle con la combinación de otras aplicaciones y videojuegos y que evalúan el impacto de la gamificación en contextos en modalidades en línea o hibrida destacando diversos efectos en los estudiantes como son: la modificación de actitudes, el desarrollo de competencias curriculares y el trabajo colaborativo.

Biografía del autor/a

Raúl Antonio Aguilar Vera, Universidad Autónoma de Yucatán, México

Profesor de la Universidad Autónoma de Yucatán. Investigador Nacional Nivel 1. Coordinador del Cuerpo Académico de Ingeniería de Software para la Educación.

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Publicado

2025-03-17

Cómo citar

Solís Magaña, G. F., Aguilar Vera, R. A., & Díaz Mendoza, J. C. (2025). Gamificación como estrategia para asistir la actividad en equipo: Un estudio secundario. ReCIBE, Revista electrónica De Computación, Informática, Biomédica Y Electrónica, 14(1), C6–19. https://doi.org/10.32870/recibe.v14i1.398

Número

Sección

Computación e Informática