Impact of Gamified Teaching on University Student Learning

Author:

Montenegro-Rueda Marta1ORCID,Fernández-Cerero José1,Mena-Guacas Andrés F.2,Reyes-Rebollo Miguel María1

Affiliation:

1. Department of Teaching and Educational Organization, University of Seville, 41013 Seville, Spain

2. Faculty of Education, Cooperative University of Colombia, Bogota 111311, Colombia

Abstract

Gamification is presented as an innovative strategy to traditional teaching in higher education. In this sense, the aim of this study is to review the scientific literature in order to analyse the implementation of gamification in higher education. The impact of gamified teaching on the learning of university students was identified through the analysis of eighteen articles published in four databases (Web of Science, Scopus, Google Scholar, and Dialnet). It is evident that gamification is a novel topic in higher education, providing numerous benefits in the learning of university students, but it is still a little-explored area, being scarce in its application in some branches of knowledge. It is recommended to continue researching and generating experiences on its application in higher education in order to know its real effects on the teaching–learning process of university students.

Publisher

MDPI AG

Subject

Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation

Reference42 articles.

1. La gamificación en la educación superior: Una revisión sistemática;Rev. Ing. Univ. Medellín,2017

2. El uso de la Gamificación y los recursos digitales en el aprendizaje de las Ciencias Sociales en la Educación Superior;Rev. Didáctica Innovación Multimed.,2018

3. Gamificación en educación superior: Experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula;EDUTEC Rev. Electrónica Tecnol. Educ.,2018

4. Gamification in education: A systematic mapping study;Dicheva;J. Educ. Technol. Soc.,2015

5. Gamificación en educación: Una panorámica sobre el estado de la cuestión;Agredal;Educ. Res.,2017

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