Revisión sistemática de literatura para gamificación en cursos en línea
Resumen
El objetivo de esta investigación fue mejorar la comprensión del fenómeno de la gamificación dentro del ámbito de los cursos en línea. Con el fin de alcanzar este objetivo, se llevó a cabo una revisión exhaustiva de la literatura en tres grandes bases de datos utilizando la metodología PRISMA, con el propósito de identificar los elementos de gamificación más empleados en cursos en línea, así como las buenas prácticas en la aplicación de este enfoque didáctico en los cursos en línea. Los resultados obtenidos de esta investigación representan un recurso valioso en los ámbitos de la educación a distancia, el aprendizaje en línea y la creación de tecnología educativa, ya que ofrecen una perspectiva completa que podría fomentar mejoras concretas en la aplicación de la gamificación en programas de aprendizaje que implementen cursos en línea. Esto se logra al proporcionar una visión objetiva de las mejores prácticas implementadas a nivel mundial. Los resultados permitieron identificar los desafíos, reglas, insignias y tableros de liderazgo como los elementos con mayor relevancia utilizados en los cursos en línea en los años recientes; y se identificaron tres marcos de trabajo para programadores (Octalysis, MDA y Game-Based Learning Design) como los que más se utilizan al implementar la gamificación en proyectos tecnológicos centrados en la enseñanza y el aprendizaje a distancia. Se destacó el impacto significativo de las estrategias de gamificación en el aprendizaje en línea y en la motivación de los estudiantes.
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