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El impacto de la gamificación en el rendimiento académico de estudiantes universitarios

PLUAS RUIZ, MARIA FERNANDA

Abstract

This research analyzes the impact of gamification as a pedagogical strategy on the academic performance of university students. The study is based on the premise that the incorporation of game-based elements—such as rewards, levels, badges, and immediate feedback—can enhance intrinsic motivation and engagement with learning. Using a mixed-methods approach, questionnaires were applied, and academic results were compared between two groups: one that participated in gamified activities and another that followed traditional methodologies. The findings reveal a significant improvement in performance and participation in the experimental group, as well as a more positive perception of the learning experience. It is concluded that gamification, when implemented in a planned and contextualized manner, is an effective tool to foster active learning and improve academic outcomes in higher education.

Full text

TEMA: El impacto de la gamificación en el rendimiento académico de estudiantes universitarios. Abstract This research analyzes the impact of gamification as a pedagogical strategy on the academic performance of university students. The study is based on the premise that the incorporation of game-based elements—such as rewards, levels, badges, and immediate feedback—can enhance intrinsic motivation and engagement with learning. Using a mixed-methods approach, questionnaires were applied, and academic results were compared between two groups: one that participated in gamified activities and another that followed traditional methodologies. The findings reveal a significant improvement in performance and participation in the experimental group, as well as a more positive perception of the learning experience. It is concluded that gamification, when implemented in a planned and contextualized manner, is an effective tool to foster active learning and improve academic outcomes in higher education. Keywords: gamification, academic performance, motivation, higher education, teaching strategies.