Gamification and digital environments in higher education: Enhancing motivation and experiential learning

dc.contributor.authorAna Isabel Mendoza-Mardones
dc.contributor.authorRamón Gabriel Aguilar Vega
dc.contributor.authorFrancisco Kroff Trujillo
dc.contributor.authorRonie Martínez
dc.contributor.authorJavier Mamani Acarapi
dc.contributor.authorJefferson Olimpo Gutiérrez Bastidas
dc.coverage.spatialBolivia
dc.date.accessioned2026-03-22T19:50:12Z
dc.date.available2026-03-22T19:50:12Z
dc.date.issued2025
dc.description.abstractThe integration of gamification strategies into digital environments has transformed teaching and learning dynamics in higher education, fostering new forms of interaction and student motivation. This study aimed to analyze the relationship between digital gamification, academic motivation, and experiential learning among Latin American university students. An empirical, descriptive–correlational research design with a mixed-methods approach was implemented. A total of 300 students from various Latin American universities enrolled in virtual courses and 60 professors were interviewed via teleconferencing. Validated instruments were used, including the Self-Determination Scale (Deci & Ryan, 2008) and a tool based on Kolb’s (1984) experiential learning model, complemented by semi-structured interviews. The results revealed significant increases in intrinsic motivation, autonomy, and perceptions of active learning following the use of gamified tools such as badges, missions, and levels. Faculty members reported notable improvements in participation, feedback quality, and virtual classroom engagement. Overall, findings confirmed that digital gamification enhances student commitment, self-regulation, and meaningful knowledge construction, establishing it as an effective pedagogical strategy for contemporary higher education.
dc.identifier.doi10.56294/mw2025423
dc.identifier.urihttps://doi.org/10.56294/mw2025423
dc.identifier.urihttps://andeanlibrary.org/handle/123456789/78410
dc.relation.ispartofSeminars in Medical Writing and Education
dc.sourceSan Sebastián University
dc.subjectExperiential learning
dc.subjectPsychology
dc.subjectPerception
dc.subjectHigher education
dc.subjectScale (ratio)
dc.subjectVirtual learning environment
dc.subjectMathematics education
dc.subjectDigital learning
dc.subjectKnowledge management
dc.subjectPedagogy
dc.titleGamification and digital environments in higher education: Enhancing motivation and experiential learning
dc.typearticle

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