La gamificación como herramienta para aumentar la motivación de los estudiantes en un entorno educativo digital
DOI:
https://doi.org/10.46502/issn.1856-7576/2026.20.02.18Palabras clave:
educación superior, entorno educativo digital, gamificación, motivación estudiantil, tecnologías educativasResumen
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.
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Derechos de autor 2026 Halyna Kozub, Nataliia Stepanova, Ihor Zelenyi, Igor Shumkov, Vitalii Rudynskyi

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.













