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Formación universitaria
Article . 2025 . Peer-reviewed
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Article . 2025
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Impacto de la gamificación en el rendimiento académico en la Universidad Técnica del Norte (Ecuador)

Impact of gamification on academic performance at the Universidad T?nica del Norte (Ecuador)
Authors: Jaramillo-Mediavilla, Lorena; Basantes-Andrade, Andrea; Casillas-Mart?n, Sonia; Cabezas-Gonz?lez, Marcos;

Impacto de la gamificación en el rendimiento académico en la Universidad Técnica del Norte (Ecuador)

Abstract

[ES]El principal objetivo de este estudio es analizar el impacto de la gamificaci?n en el rendimiento acad?mico de 215 estudiantes universitarios mediante un enfoque tecnopedag?gico. La gamificaci?n aplica elementos y t?cnicas del dise?o de juegos en contextos no l?dicos a fin de mejorar la participaci?n, motivaci?n y la efectividad de las actividades acad?micas. Se aplica una metodolog?a cuantitativa de corte cuasiexperimental para comparar dos grupos: 1) control (87 estudiantes) que recibe instrucci?n tradicional y 2) experimental (128 estudiantes) que participa en actividades gamificadas. Los resultados muestran una mejora significativa en el rendimiento acad?mico del grupo experimental, con una diferencia de 0.66 puntos en comparaci?n con el grupo de control. En conclusi?n, la gamificaci?n aprovecha la predisposici?n natural del ser humano hacia la competencia, el logro y la colaboraci?n para fomentar la participaci?n, el inter?s, la retenci?n de informaci?n y mejora significativamente el rendimiento acad?mico.

[EN]The primary objective of this research study is to analyze the impact of gamification on the academic performance of 215 university students by applying a technopedagogical approach. Gamification applies elements and techniques of game design in non-game contexts in order to improve participation, motivation and effectiveness of academic activities. A quasi-experimental methodology is applied to compare two groups: 1) a control group (87 students) that receive traditional teaching and 2) an experimental group (128 students) that participates in gamified activities. The results show a significant improvement in the academic performance of the experimental group, with a difference of 0.66 points, when compared to the control group. In conclusion, gamification takes advantage of the natural human predisposition towards competition, achievement, and collaboration to encourage participation, interest, and information retention while significantly improving academic performance.

Related Organizations
Keywords

Game design, Gamificaci?n, 5801 Teor?a y m?todos educativos, Technopedagogy, Educaci?n universitaria, Academic performance, Gamification, Learning strategies, Tecnopedagog?a, Rendimiento acad?mico, Dise?o de juegos, 5802 Organizaci?n y planificaci?n de la Educaci?n, Estrategias de aprendizaje, 5801.07 M?todos pedag?gicos, 5802.08 Educaci?n Superior, University education

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green
gold