Gamification for teaching in virtual learning environments: A literature review

被引:0
|
作者
Velasquez Lecca, Susana Mercedes [1 ]
机构
[1] Univ Cesar Vallejo, Lima, Peru
关键词
Gamification; information technology; virtual learning; STUDENTS;
D O I
10.30827/eticanet.v23.i2.28101
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The objective of this article was to analyze the most relevant research regarding Gamification in teaching and its use in virtual learning environments, for this reason a review of the literature of the last five years, of original and review articles, was carried out, in Spanish and English, located in the Scopus, Cielo and Web of Science databases. According to most of the studies analyzed, the positive effects of the use of gamification stand out in terms of motivational aspects and interaction between students and teachers, at different educational levels and courses, with a greater incidence at the university level, with Kahoot being the gamification resource. Used more frequently to evaluate and provide feedback, with good acceptance by students. However, in a large number of studies, it is not possible to specify which is the theory from the epistemological point of view that supports gamification, which provides a general reference model and applicable to different contexts, so it is recommended to carry out research to clarify this void.
引用
收藏
页码:395 / 418
页数:24
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