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Challenges of Innovation Through Gamification in the Classroom

Bibliographic Data

ID22044769
AuthorsMagali Denoni (0000-0001-9650-4745, Universidad de Zaragoza), Celia Marcén (0000-0001-5485-881X, Universidad de Zaragoza), Ana Gracia-Gil (0000-0002-2420-4361, Universidad de Zaragoza, corresponding author), Raquel Casanovas López (0000-0003-4790-531X, Universidad de Zaragoza), Sheila Coral-Aguilar (Universidad de Zaragoza)
Year2025
Volume15
Issue10
Pages1341
Publication date2025-10-09
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15101341
OpenAlexW4415008606
LanguageEN
Citations received1
References cited42

The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the perspective of the various stakeholders involved. Using a qualitative methodology, data from an open-ended survey and the learning journals of 73 students were triangulated with the teaching journals of four lecturers. The category-based data analysis indicates that escape room-type games and digital boards are the most highly valued as innovative educational tools that promote active learning. Conflict resolution, cooperative work, and understanding of theoretical knowledge stood out as achieved objectives. The overall positive view, the classroom atmosphere of excitement and fun, and the impact on learning due to increased motivation were highlighted in participants’ opinions. From the lecturers’ perspective, the outcome is shown to be worthwhile in terms of effort and benefit

Focus group · Higher education · Qualitative property · Qualitative research · Educational Games and Gamification

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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