Gamification as a strategy to assist team activity: A secondary study
DOI:
https://doi.org/10.32870/recibe.v14i1.398Keywords:
Gamificación, Compromiso, Plataforma Educativa, EquiposAbstract
Gamification has been used in the educational context as a pedagogical intervention proposal to increase motivation, participation, commitment and improve student learning. The aims of this review are to collect, synthesize and evaluate evidence on the use of gamification in the performance of educational platforms, particularly in team work dynamics and its effect on student engagement. Information was searched in five databases in the context of computing and education, applying eligibility criteria such as: research studies from specialized journals distributed over a ten-year range, excluding duplicates, incomplete ones or those from secondary studies. 2,953 primary studies were obtained, of which 28 studies were selected and published between 2015 and 2023. The incorporation of game elements in the Moodle platform with the combination of other applications and video games stands out, evaluating the impact of gamification in online or hybrid modalities, highlighting various effects on students such as: the modification of attitudes, the development of curricular competencies and collaborative work.References
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