• Mi Re-Unir
    Búsqueda Avanzada
    JavaScript is disabled for your browser. Some features of this site may not work without it.
    Ver ítem 
    •   Inicio
    • RESULTADOS DE INVESTIGACIÓN
    • Otras Publicaciones: artículos, libros...
    • Ver ítem
    •   Inicio
    • RESULTADOS DE INVESTIGACIÓN
    • Otras Publicaciones: artículos, libros...
    • Ver ítem

    Gamification and Technological Resources: Innovative Expe-riences to Motivate and Optimize the Learning Process in University Contexts

    Autor: 
    Carrión Candel, Elena
    ;
    de-la-Peña, Cristina
    ;
    Chaves-Yuste, Beatriz
    Fecha: 
    2026
    Palabra clave: 
    gamification; higher education; technological tools; digital competence; spiral model of ICT-LKT-EPT competence
    Revista / editorial: 
    Digital Education Review
    Citación: 
    Carrión Candel, E., de-la-Peña, C., & Chaves-Yuste, B. (2026). Gamification and Technological Resources: Innovative Experiences to Motivate and Optimize the Learning Process in University Contexts. Digital Education Review, 48, 188-208. https://doi.org/10.1344/der.2026.48.188-208
    Tipo de Ítem: 
    article
    URI: 
    https://reunir.unir.net/handle/123456789/18886
    DOI: 
    https://doi.org/10.1344/der.2026.48.188-208
    Dirección web: 
    https://revistes.ub.edu/index.php/der/article/view/50563
    Open Access
    Resumen:
    The use of gamified technological tools represents an alternative pedagogical practice to enhance the teaching-learning process in higher education. Teachers should employ innovative strategies that foster active, meaningful, and interactive learning in the classroom. This research aims to determine whether the implementation of digital resources based on gamification—Genially, Nearpod, Educaplay, and Quizizz—improves students' evaluation of learning (in terms of knowledge acquisition, teacher training, and motivation) in both face-to-face and online courses across various social science disciplines in higher education. A pre-experimental design was used with pre- and post-intervention measurements conducted over four months (n=345). The results reveal significant improvements in students’ perceptions of teaching style, methodological innovation, content comprehension, problem solving, motivation, participation, and collaborative work. In addition, higher levels of digital competence, self-assessment, and adaptability to new digital resources were observed. Taken together, these findings confirm that gamification supports active, meaningful, and autonomous learning, consolidating its role as an effective strategy in higher education.
    Mostrar el registro completo del ítem
    Ficheros en el ítem
    icon
    Nombre: Gamification and Technological Resources.pdf
    Tamaño: 1.733Mb
    Formato: application/pdf
    Ver/Abrir
    Este ítem aparece en la(s) siguiente(s) colección(es)
    • Otras Publicaciones: artículos, libros...

    Estadísticas de uso

    Año
    2012
    2013
    2014
    2015
    2016
    2017
    2018
    2019
    2020
    2021
    2022
    2023
    2024
    2025
    2026
    Vistas
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    9
    Descargas
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    5

    Ítems relacionados

    Mostrando ítems relacionados por Título, autor o materia.

    • Pre-service teachers’ perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environment 

      Carrión Candel, Elena; de-la-Peña, Cristina; Chaves-Yuste, Beatriz (Education and Information Technologies, 2024)
      The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the ...
    • A gamified digital framework in higher education: impact on learning and motivation 

      Carrión Candel, Elena; de-la-Peña, Cristina; Chaves Yuste, Beatriz (Turkish Online Journal of Distance Education-TOJDE, 2025)
      The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive ...
    • EFL in Vocational Training: Improvement of Linguistic Competence from Affective Variables 

      de-la-Peña, Cristina; Chaves-Yuste, Beatriz; Luque-Rojas, María Jesús (International Journal of Literacies, 2023)
      One of the objectives of the 2030 Agenda is the improvement of vocational education and training at international and national levels, achieving, among other things, the internationalization of such education. To meet this ...

    Mi cuenta

    AccederRegistrar

    ¿necesitas ayuda?

    Manual de UsuarioContacto: reunir@unir.net

    Listar

    todo Re-UnirComunidades y coleccionesPor fecha de publicaciónAutoresTítulosPalabras claveTipo documentoTipo de accesoEsta colecciónPor fecha de publicaciónAutoresTítulosPalabras claveTipo documentoTipo de acceso






    Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
    © UNIR - Universidad Internacional de La Rioja
     
    Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
    © UNIR - Universidad Internacional de La Rioja