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dc.contributor.authorLópez-Núñez, Henry-
dc.contributor.authorGuevara, César-
dc.contributor.authorBassante-Núñez, Viviana-
dc.contributor.authorViera-Pérez, Diego-
dc.date.accessioned2024-07-28T20:48:25Z-
dc.date.available2024-07-28T20:48:25Z-
dc.date.issued2023-
dc.identifier.urihttps://articlegateway.com/index.php/JHETP/article/view/6674-
dc.identifier.urihttps://repositorio.uti.edu.ec//handle/123456789/6915-
dc.description.abstractThe evolution of university higher education has led to the incorporation of innovative learning modalities such as “blended learning”, a combination of face-to-face and online teaching. An emerging element in this context is gamification, which applies elements of game design in education to improve student motivation and performance. This research analyzes the effectiveness of gamification in b-learning in university higher education and the contexts of application in the literature. A qualitative methodology was used, including descriptive and conceptual analyses based on the critical interpretation of literature documents, following the guidelines of the PRISMA statement. The findings show that gamification can increase student participation, engagement, and interest in learning. Elements of game design, such as narrative, feedback, competition, and reward, were identified that can be applied in education. In summary, the systematic review demonstrates that gamification can be an effective strategy for improving student motivation and performance in b-learning in university higher education. However, it is important to carefully design gamification to avoid negative effects.es
dc.language.isoenges
dc.publisherJournal of Higher Education Theory and Practice. Volume 23, Issue 19, Pages 29 - 38es
dc.rightsopenAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.titleAnalysis of Gamification in b-Learning in University Higher Education: A Systematic Review of the Literaturees
dc.typearticlees
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