Gamification in the Classroom: Technological Tools to Enhance Motivation and Learning
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Abstract
Introduction: Gamification is conceived as an innovative strategy that transforms the educational process by integrating game dynamics into non-play contexts. This approach addresses the demands of an ever-changing society, ensures inclusive and equitable education, and enriches learning experiences by promoting active participation. Elements such as rewards, levels, and leaderboards are employed to capture students' attention and keep them focused. Objective: The goal is to analyze the impact of gamification in the classroom through the use of technological resources, identifying how these strategies can enhance students' motivation and learning. Methodology: The methodology employed adopts a qualitative approach with a descriptive and analytical design. A systematic review of academic literature on the implementation of gamification in education was conducted. Results: The findings of this research not only contribute to existing literature but also significantly improve student motivation and participation, fostering inclusion and educational equity in digital and diverse contexts. Conclusion: In conclusion, gamification enhances learning by transforming monotonous tasks into dynamic experiences. Its implementation requires creativity and careful planning to ensure effectiveness and prevent disengagement.
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