ISSN-L: 0798-1015 • eISSN: 2739-0071 (En línea)
Vol. 43 (Nº 04) Año 2022. Art. 3
Recibido/Received: 18/02/2022 • Aprobado/Approuved: 15/03/2022 • Publicado/Published: 15/04/2022
DOI: 10.48082/espacios-a22v43n04p03
MANZANO-LEÓN, Ana 1
ORTIZ-COLÓN, Ana. M. 2
RODRÍGUEZ-MORENO, Javier 3
AGUILAR-PARRA, José. M. 4
Resumen
El objetivo de este trabajo es argumentar la capacidad del juego y la gamificación para crear experiencias educativas estimulantes a través de diseños lúdicos coherentes relacionados con las principales teorías motivacionales del comportamiento humano. Se profundiza en el uso de la gamificación como estrategia educativa. La gamificación se define como el uso de elementos de juego en contextos no lúdicos. Los principales beneficios reportados sobre la gamificación son un mayor compromiso, motivación, y una mejora en los resultados académicos.
Palabras clave: juego, gamificación, motivación académica
Abstract
The aim of this paper is to argue the capacity of games and gamification to create stimulating educational experiences through coherent game designs related to the main motivational theories of human behaviour. The use of gamification as an educational strategy is explored in depth. Gamification is defined as the use of game elements in non-game contexts. The main reported benefits of gamification are increased engagement, motivation, and improved academic results.
Key words: game, gamification, academic motivation
ARTÍCULO COMPLETO/FULL ARTICLE
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1. Universidad de Almería. Email: aml570@ual.es
2. Universidad de Jaen. Email: aortiz@ujaen.es
3. Universidad de Jaen. Email: jrmoreno@ujaen.es
4. Universidad de Almería. Email: jmaguilar@ual.es
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