La gamificación como herramienta para aumentar la motivación de los estudiantes en un entorno educativo digital

Autores/as

DOI:

https://doi.org/10.46502/issn.1856-7576/2026.20.02.18

Palabras clave:

educación superior, entorno educativo digital, gamificación, motivación estudiantil, tecnologías educativas

Resumen

El objetivo del estudio fue determinar la efectividad de la gamificación para incrementar la motivación estudiantil. La relevancia del estudio radicaba en la necesidad de aumentar la participación y la actividad de aprendizaje de los estudiantes en el contexto de la digitalización de la educación. El estudio se implementó en un formato cuasiexperimental utilizando un diseño pre-test/post-test con grupos no equivalentes (124 participantes). En el grupo experimental, se realizó una capacitación durante 8 semanas utilizando elementos de gamificación en un entorno digital. El análisis estadístico consistió en pruebas t, análisis de correlación y ANCOVA, que se utilizó para controlar las diferencias iniciales entre los grupos experimental y de control y para proporcionar una estimación más precisa del efecto de la intervención. Los resultados del estudio demostraron un incremento estadísticamente significativo en el nivel de motivación en el grupo experimental (p < 0,001) con un tamaño del efecto grande. También se estableció una relación positiva entre la intensidad del uso de la gamificación y el nivel de motivación (r = 0,64, p < 0,001). Las conclusiones destacan que la eficacia de la gamificación como herramienta para aumentar la motivación de los estudiantes se ha confirmado en general.

Biografía del autor/a

Halyna Kozub, Luhansk Taras Shevchenko National University, Lubny, Ukraine. 

Candidate of Engineering Sciences, Associate Professor, Department of Information technology and systems, Luhansk Taras Shevchenko National University, Lubny, Ukraine. 

Nataliia Stepanova, Bohdan Khmelnytskyi Cherkasy National University, Cherkasy, Ukraine.

Candidate of Philosophical Sciences, Associate Professor, Department of Preschool and Special Education, Educational and Scientific Institute of Pedagogical Education, Social Work and Art, Bohdan Khmelnytskyi Cherkasy National University, Cherkasy, Ukraine.

 

Ihor Zelenyi, Odesa military academy, Odesa, Ukraine. 

PhD, Deputy Director for Academic and Research Affairs, Odesa military academy, Odesa, Ukraine. 

Igor Shumkov, Odesa military academy, Odesa, Ukraine.

PhD, Head of the Educational and Scientific Institute of Military Intelligence and Special Operations, Odesa military academy, Odesa, Ukraine.

 

Vitalii Rudynskyi, Odesa military academy, Odesa, Ukraine.

PhD, Head of Department of Management of Military Intelligence Units  and Special Operations Forces, Odesa military academy, Odesa, Ukraine.

 

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Publicado

2026-06-30

Cómo citar

Kozub, H., Stepanova, N., Zelenyi, I., Shumkov, I., & Rudynskyi, V. (2026). La gamificación como herramienta para aumentar la motivación de los estudiantes en un entorno educativo digital. Revista Eduweb, 20(2), 308–321. https://doi.org/10.46502/issn.1856-7576/2026.20.02.18

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