Efecto de la gamificación en el aprendizaje activo: Revisión sistemática
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Horizontes Rev. Inv. Cs. Edu.
Abstract
Una de las metodologías y alternativa innovadora para el aprendizaje en estudiantes universitarios es la gamificación. Este estudio tiene como objetivo identificar cuáles son las capacidades, efectos y factores desarrollados por la gamificación en el aprendizaje activo, así como conocer los principales aportes de los autores. El estudio emplea una metodología de revisión sistemática propuesta en la declaración PRISMA. Se utilizaron publicaciones de tres bases de datos: Web of Science, Scielo y Scopus entre el año 2018 y 2023, considerando los descriptores de búsqueda: "Gamificación" y "aprendizaje activo" y mediante un proceso de inclusión y exclusión, se llegó a una muestra final de 30 artículos. Como conclusión, se evidencia que la gamificación influye significativamente en el aprendizaje activo del estudiante universitario, desarrollando capacidades como la comunicación, resolución de problemas y habilidades sociales, además, factores del aprendizaje como la motivación, nuevos entornos y autonomía.
One of the methodologies and innovative alternatives for learning in university students is gamification. This study aims to identify the capabilities, effects and factors developed by gamification in active learning, as well as the main contributions of the authors. The study employs a systematic review methodology proposed in the PRISMA statement. Publications from three databases were used: Web of Science, Scielo and Scopus between 2018 and 2023, considering the search descriptors: "Gamification" and "active learning" and through a process of inclusion and exclusion, a final sample of 30 articles was reached. As a conclusion, it is evident that gamification significantly influences the active learning of university students, developing skills such as communication, problem solving and social skills, as well as learning factors such as motivation, new environments and autonomy.
One of the methodologies and innovative alternatives for learning in university students is gamification. This study aims to identify the capabilities, effects and factors developed by gamification in active learning, as well as the main contributions of the authors. The study employs a systematic review methodology proposed in the PRISMA statement. Publications from three databases were used: Web of Science, Scielo and Scopus between 2018 and 2023, considering the search descriptors: "Gamification" and "active learning" and through a process of inclusion and exclusion, a final sample of 30 articles was reached. As a conclusion, it is evident that gamification significantly influences the active learning of university students, developing skills such as communication, problem solving and social skills, as well as learning factors such as motivation, new environments and autonomy.
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Vol. 8, No. 33