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ZENODO
Journal . 2025
License: CC BY
Data sources: ZENODO
ZENODO
Journal . 2025
License: CC BY
Data sources: Datacite
ZENODO
Journal . 2025
License: CC BY
Data sources: Datacite
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Gamificación en la evaluación educativa: transformando el aprendizaje en experiencias interactivas desde una revisión sistemática

Authors: Quenema Camacho, Norma; Otero Bocanegra, Paola Cynthia; Condeso Camizan, Selman Dennis; Hernández Ramos, Erick Joel; Castillo Palacios, Freddy William;

Gamificación en la evaluación educativa: transformando el aprendizaje en experiencias interactivas desde una revisión sistemática

Abstract

Resumen Esta revisión sistemática analiza 30 estudios publicados entre 2020 y 2025 en la base de datos Scopus, con el objetivo de evaluar cómo la gamificación transforma los procesos de evaluación en la educación universitaria. Los resultados evidencian que la integración de mecánicas de juego -como puntos, niveles, desafíos y recompensas- incrementa la motivación y el compromiso estudiantil, facilita el desarrollo de competencias transversales (pensamiento crítico, comunicación y trabajo en equipo), y redefine el rol del docente como diseñador de experiencias formativas. Siguiendo el protocolo PRISMA, se seleccionaron investigaciones empíricas que aplicaron herramientas como Kahoot!, Quizizz y entornos de realidad virtual, organizando los hallazgos en cinco dimensiones temáticas: motivación, competencias, rol docente, rendimiento académico e inclusión. Los estudios revisados reportan mejoras significativas en las calificaciones y en la percepción del aprendizaje, aunque también subrayan la necesidad de una mayor sistematización metodológica y formación docente para asegurar su sostenibilidad y equidad. En conjunto, la gamificación se posiciona como una estrategia complementaria capaz de transformar la evaluación de una práctica meramente certificadora en un proceso dinámico, participativo y formativo, siempre que sea cuidadosamente adaptada al contexto y a las necesidades de los estudiantes.

Abstract This systematic review analyzes 30 studies published between 2020 and 2025 in the Scopus database, with the aim of evaluating how gamification transforms evaluation processes in university education. The results show that the integration of game mechanics -such as points, levels, challenges, and rewards- increases student motivation and commitment, facilitates the development of transversal competencies (critical thinking, communication, and teamwork), and redefines the role of the teacher as a designer of training experiences. Following the PRISMA protocol, empirical research was selected that applied tools such as Kahoot!, Quizizz and virtual reality environments, organizing the findings into five thematic dimensions: motivation, competencies, teaching role, academic performance and inclusion. The studies reviewed report significant improvements in grades and in the perception of learning, although they also underline the need for greater methodological systematization and teacher training to ensure its sustainability and equity. Overall, gamification is positioned as a complementary strategy capable of transforming the evaluation from a merely certifying practice into a dynamic, participatory, and formative process, provided that it is carefully adapted to the context and the needs of the students.

Keywords

university assessment, evaluación universitaria, gamificación, motivación estudiantil, gamification, student motivation, gamificación, evaluación universitaria, motivación estudiantil.

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    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).
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    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.
    Average
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
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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