Uso de elementos de juegos en contextos educativos
una revisión sistemática de la literatura
DOI:
https://doi.org/10.26512/lc27202136116Palabras clave:
Educación, Tecnología educativa, Gamificación, Aprendizaje, GamesResumen
Este trabajo presenta resultados de una revisión sobre el uso de la gamificación en contextos educativos. La investigación se llevó a cabo mediante una búsqueda de 360° en bases de referencia, en el período de 2010 a 2020. Solo se incluyeron en la revisión los artículos incluidos publicados en revistas revisadas por pares. Los resultados se presentan en tres categorías: (1) objetivos de investigación y descripción de contextos educativos; (2) características metodológicas; y (3) resultados obtenidos. La producción académica sobre gamificación implica medidas de aprendizaje cognitivo, como la adquisición y retención y medidas afectivas como el compromiso y la motivación.
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Derechos de autor 2021 Paulo Daltro, Gardênia Abbad
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