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dc.contributor.authorCarrión Candel, Elena
dc.contributor.authorde-la-Peña, Cristina
dc.contributor.authorChaves-Yuste, Beatriz
dc.date2026
dc.date.accessioned2026-02-04T10:34:59Z
dc.date.available2026-02-04T10:34:59Z
dc.identifier.citationCarrión 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.2026.48.188-208es_ES
dc.identifier.issn2013-9144
dc.identifier.urihttps://reunir.unir.net/handle/123456789/18886
dc.description.abstractThe 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.es_ES
dc.language.isoenges_ES
dc.publisherDigital Education Reviewes_ES
dc.relation.ispartofseries;vol., nº 48
dc.relation.urihttps://revistes.ub.edu/index.php/der/article/view/50563es_ES
dc.rightsopenAccesses_ES
dc.subjectgamificationes_ES
dc.subjecthigher educationes_ES
dc.subjecttechnological toolses_ES
dc.subjectdigital competencees_ES
dc.subjectspiral model of ICT-LKT-EPT competencees_ES
dc.titleGamification and Technological Resources: Innovative Expe-riences to Motivate and Optimize the Learning Process in University Contextses_ES
dc.typearticlees_ES
reunir.tag~OPUes_ES
dc.identifier.doihttps://doi.org/10.1344/der.2026.48.188-208


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