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dc.contributor.authorManzano León, Ana 
dc.contributor.authorCamacho Lazarraga, Pablo
dc.contributor.authorGuerrero, Miguel A.
dc.contributor.authorGuerrero Puerta, Laura
dc.contributor.authorAguilar Parra, José Manuel 
dc.contributor.authorTrigueros Ramos, Rubén 
dc.contributor.authorAlías García, Antonio 
dc.date.accessioned2021-03-04T08:11:40Z
dc.date.available2021-03-04T08:11:40Z
dc.date.issued2021-02-19
dc.identifier.issn2071-1050
dc.identifier.urihttp://hdl.handle.net/10835/10036
dc.description.abstractEducational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.es_ES
dc.language.isoenes_ES
dc.publisherMDPIes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectgamificationes_ES
dc.subjectsystematic literature reviewes_ES
dc.subjectmotivationes_ES
dc.subjectengagementes_ES
dc.subjectacademic achievementes_ES
dc.titleBetween Level Up and Game Over: A Systematic Literature Review of Gamification in Educationes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttps://www.mdpi.com/2071-1050/13/4/2247es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doihttps://doi.org/10.3390/su13042247


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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