Impact of gamification on university students' learning
Abstract
The application of gamification strategies in higher education has gained special relevance in recent years as a result of the COVID-19 pandemic. In this order of ideas, the objective of this paper is to identify the impact of these strategies on the learning of university students. In this sense, a review analysis of reviews was carried out in the Scopus database using terms associated with the subject in question, in which the Rayyan platform was used. For this, articles of significant contribution, related to the use of teaching strategies at a professional level, were identified and selected, applying exclusion and exclusion criteria in the period 2019-2023. The results indicated that the largest number of studies were published as of 2020 in Spain and the United States. These mainly impacted on motivation, commitment, participation, interaction and teamwork. In conclusion, a 100% coincidence was obtained between the authors, noting that the application of gamification at the university level is a strategy with the capacity to generate important improvements in the educational experience of the student, however, the concomitances on the impact in academic results they reached 73%.
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