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RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo

On-line version ISSN 2007-7467

Abstract

MEDEL-SAN ELIAS, Y. Lisset; MORENO BELTRAN, Reyna  and  AGUIRRE CARACHEO, Eduardo. Implementation of Gamification in Virtual Teaching-Learning Environments for Higher Education. RIDE. Rev. Iberoam. Investig. Desarro. Educ [online]. 2023, vol.14, n.27, e528.  Epub Oct 27, 2023. ISSN 2007-7467.  https://doi.org/10.23913/ride.v14i27.1596.

In higher education, the implementation of virtual teaching - learning environments has taken a relevant role in recent years. These spaces allow students to access educational materials from anywhere and at any time, giving them greater flexibility and autonomy in their learning process. However, although these virtual environments are highly efficient, they can be monotonous and unappealing for some students. This is where gamification can make a big difference. In this sense, the implementation of gamification in virtual teaching - learning environments in higher education has become an emerging trend that seeks to improve the motivation, commitment and academic performance of students. The present investigation was carried out at the Faculty of Informatics of the Autonomous University of Querétaro through a quantitative methodology where an instrument of 20 items on a Likert scale was implemented, which allowed us to know with concrete figures the opinion of the students regarding the implementation of gamification in Virtual Teaching-Learning Environments and their perception of any improvement or increase with respect to their learning, motivation or interest in subjects, courses, activities or topics. In short, gamification can be an effective technique to improve motivation and learning. However, to reap the benefits of gamification, it is important to design the activities, topics or subjects carefully making sure to correctly integrate the learning objectives.

Keywords : ambientes virtuales de enseñanza-aprendizaje; educación superior; gamificación; motivación; Virtual Teaching Environments - Learning; Higher Education; Gamification; Motivation.

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