Gamification and its influence on verbal reasoning in basic education students

Main Article Content

María Elizabeth Durazno-Chimbo
Mayner Julieta Ayovì Paredes
Jenniffer Sobeida Moreira Choez

Abstract

Gamification has emerged as an innovative pedagogical strategy, integrating game elements into learning to foster engagement and the development of cognitive skills. This study aimed to analyze the influence of gamification on verbal reasoning among students in the tenth year of Basic Education at Unidad Educativa Liceo Cristiano in Guayaquil. A quantitative approach was employed, with a non-experimental, cross-sectional design and a correlational level of research. The sample consisted of 50 students selected through non-probabilistic sampling. Data were collected using a structured questionnaire with 15 items, evaluated on a five-point Likert scale, and analyzed using descriptive and correlational statistics. The results revealed a positive and significant correlation between gamification and verbal reasoning, indicating that gamified strategies are associated with higher levels of verbal reasoning. Items related to interactivity, motivation, and critical thinking achieved high scores, highlighting the effectiveness of game dynamics and reward systems. Although the strategies showed high levels of acceptance, the item related to interest in complex topics received the lowest score, pointing to an area for improvement. It is concluded that gamification has been established as an effective tool to enhance verbal reasoning, increase motivation, and improve learning. Future studies should explore its long-term impact and application in more diverse contexts to optimize its pedagogical implementation. 

Downloads

Download data is not yet available.

Article Details

How to Cite
Durazno-Chimbo , M., Ayovì Paredes, M. J. ., & Moreira Choez, J. S. . (2025). Gamification and its influence on verbal reasoning in basic education students . 593 Digital Publisher CEIT, 10(2), 473-487. https://doi.org/10.33386/593dp.2025.2.3044
Section
Investigaciones /estudios empíricos
Author Biographies

María Elizabeth Durazno-Chimbo , Universidad Estatal de Milagro - Ecuador

https://orcid.org/0009-0001-0000-6491

Master in Education with a mention in Linguistics and Literature at the State University of Milagro, Graduate in Educational Sciences with a mention in Primary Education from the University of Guayaquil, Higher Technician in Computer Science from the Franklin Verduga Loor Higher Technological Institute, Teacher in the area of language and literature at the upper basic level and high school at the Liceo Cristiano Educational Unit of Guayaquil.

Mayner Julieta Ayovì Paredes

Master in Education with a mention in Linguistics and Literature at the State University of Milagro, Graduate in Educational Sciences with a mention in Language and Literature from the University of Guayaquil. Teacher in the area of ​​language and literature of the Unified General Baccalaureate at the Liceo Cristiano Educational Unit of Guayaquil.

Jenniffer Sobeida Moreira Choez, Docente de Posgrado de la Universidad Estatal de Milagro

Doctoral candidate at the University of Palermo Argentina, Master in Pedagogy of Digital Environments, Master in Business Administration, Specialist in Science, Technology and Society, Graduate of the Master in Management and Quality Assurance in Higher Education, Graduate in Executive Secretarial Studies, Postgraduate Lecturer at the State University of Milagro.

References

​​Albán Alcívar, J. A., Oña Chicaiza, Á. M., Manobanda Manobanda, E. M., & Cocha Telenchana, M. G. (2024). El uso de la gamificación en la educación superior para mejorar el aprendizaje y la motivación. Reincisol., 3(6), 778–805. https://doi.org/10.59282/reincisol.V3(6)778-805

​Almeida, F., & Simoes, J. (2019). The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm. Contemporary Educational Technology, 10(2), 120–136. https://doi.org/10.30935/cet.554469

​Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

​Antonopoulou, H., Halkiopoulos, C., Gkintoni, E., & Katsimpelis, A. (2022). Application of Gamification Tools for Identification of Neurocognitive and Social Function in Distance Learning Education. International Journal of Learning, Teaching and Educational Research, 21(5), 367–400. https://doi.org/10.26803/ijlter.21.5.19

​Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

​Bastidas González, L. D. (2024). Estrategias de gamificación en la educación: herramientas innovadoras para promover aprendizajes significativos y transformar procesos pedagógicos tradicionales. Sapiensin EducationSapiens in Education, 1(3), 21–36.

​Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43–55. https://doi.org/10.1016/j.compedu.2016.11.009

​Burton, N. W., Welsh, C., Kostin, I., & van Essen, T. (2009). Toward a definition of verbal reasoning in higher education. ETS Research Report Series, 2009(2). https://doi.org/10.1002/j.2333-8504.2009.tb02190.x

​Candela Borja, Y. M. (2021). Actividades lúdicas en el proceso de enseñanza-aprendizaje de los estudiantes de la básica superior. ReHuSo: Revista de Ciencias Humanísticas y Sociales, 5(3), 78–86. https://doi.org/10.33936/rehuso.v5i3.3194

​Caraballo Padilla, Y. Y. (2023). Gamificación educativa y su impacto en la enseñanza y aprendizaje del idioma inglés: un análisis de la literatura científica. Ciencia Latina Revista Científica Multidisciplinar, 7(4), 1813–1830. https://doi.org/10.37811/cl_rcm.v7i4.7011

​Cedeño Barrera, C. E., Estrella Chang, N. P., Dattus Contreras, A. L., Del Rosario Yagual, M. J., Díaz Torres, D. D., Alba de Jesús, A. M., & Mindiola Elizondo, M. M. (2024). El razonamiento verbal contable en inglés y español desde la interculturalidad europea americana para Necesidades Educativas Especiales . Journal of Arts Humanities and Social Sciences (GASJAHSS) , 2(7), 336–346.

​Christopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089

​Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2015). From Gamification to Gameful Design and Gameful Experience in Learning. Cybernetics and Information Technologies, 14(4), 80–100. https://doi.org/10.1515/cait-2014-0007

​Dickey, M. D. (2007). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253–273. https://doi.org/10.1007/s11423-006-9004-7

​Ely, R. J., & Meyerson, D. E. (2000). Theories of Gender in Organizations: A New Approach to Organizational Analysis and Change. Research in Organizational Behavior, 22, 103–151. https://doi.org/10.1016/S0191-3085(00)22004-2

​Farach, N., Faba, G., Julian, S., Mejía, F., Cabieses, B., D’Agostino, M., & Cortinois, A. A. (2015). Stories From the Field: The Use of Information and Communication Technologies to Address the Health Needs of Underserved Populations in Latin America and the Caribbean. JMIR Public Health and Surveillance, 1(1), e1. https://doi.org/10.2196/publichealth.4108

​Feingold, A. (1988). Cognitive gender differences are disappearing. American Psychologist, 43(2), 95–103. https://doi.org/10.1037/0003-066X.43.2.95

​Ferriz-Valero, A., Østerlie, O., García Martínez, S., & García-Jaén, M. (2020). Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465

​Flores-Santander, M. A., Chávez-Silva, A. M., García-Cobas, R., & Ortiz-Aguilar, W. (2024). Estrategia didáctica de gamificación para mejorar el comportamiento escolar a través de la asignatura Estudios Sociales en la Educación Básica. MQRInvestigar, 8(2), 1679–1707. https://doi.org/10.56048/MQR20225.8.2.2024.1679-1707

​García Conesa, I. M. (2024). Gamification in an EFL Classroom and the Use of Games for Learning English. In Enhancing Education With Intelligent Systems and Data-Driven Instruction (pp. 163–191). https://doi.org/10.4018/979-8-3693-2169-0.ch008

​Guamán Cuzco, V. C., Azán Pinta, I. M., María Valeria Mendoza Medranda, M. V., Montesdeoca Cabrera, A. N., & Muñoz Muñoz, A. P. (2024). La Gamificación como Estrategia Activa y Colaborativa para el Aprendizaje de Química en Estudiantes de Primer Año de Bachillerato en Cuatro Instituciones del Ecuador. Ciencia Latina Revista Científica Multidisciplinar, 8(5), 621–637. https://doi.org/10.37811/cl_rcm.v8i5.13373

​Hedges, L. V., & Nowell, A. (1995). Sex Differences in Mental Test Scores, Variability, and Numbers of High-Scoring Individuals. Science, 269(5220), 41–45. https://doi.org/10.1126/science.7604277

​Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing Student Motivation and Engagement through a Gamified Learning Environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119

​Hitch, G. J., & Baddeley, A. D. (1976). Verbal Reasoning and Working Memory. Quarterly Journal of Experimental Psychology, 28(4), 603–621. https://doi.org/10.1080/14640747608400587

​Kabilan, M. K., Annamalai, N., & Chuah, K.-M. (2023). Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Education and Information Technologies, 28(11), 14249–14281. https://doi.org/10.1007/s10639-023-11723-7

​Kao, C.-Y. (2016). The effects of stimulus words’ positions and properties on response words and creativity performance in the tasks of analogical sentence completion. Learning and Individual Differences, 50, 114–121. https://doi.org/10.1016/j.lindif.2016.07.015

​Khaleghi, A., Aghaei, Z., & Mahdavi, M. A. (2021). A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study. JMIR Serious Games, 9(2), e21900. https://doi.org/10.2196/21900

​Lamrani, R., & Abdelwahed, E. (2020). Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems, 17(1), 339–356. https://doi.org/10.2298/CSIS190511043L

​Landers, R. N. (2014). Developing a Theory of Gamified Learning. Simulation & Gaming, 45(6), 752–768. https://doi.org/10.1177/1046878114563660

​Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7

​Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9. https://doi.org/10.1186/s41039-018-0078-8

​Lim, C. P., Ra, S., Chin, B., & Wang, T. (2020). Information and communication technologies (ICT) for access to quality education in the global south: A case study of Sri Lanka. Education and Information Technologies, 25(4), 2447–2462. https://doi.org/10.1007/s10639-019-10069-3

​Llorens-Largo, F., Gallego-Duran, F. J., Villagra-Arnedo, C. J., Compan-Rosique, P., Satorre-Cuerda, R., & Molina-Carmona, R. (2016). Gamification of the Learning Process: Lessons Learned. IEEE Revista Iberoamericana de Tecnologias Del Aprendizaje, 11(4), 227–234. https://doi.org/10.1109/RITA.2016.2619138

​Llorens-Largo, F., Villagrá-Arnedo, C. J., Gallego-Durán, F. J., Satorre-Cuerda, R., Compañ-Rosique, P., & Molina-Carmona, R. (2016). LudifyME. In Formative Assessment, Learning Data Analytics and Gamification (pp. 245–269). Elsevier. https://doi.org/10.1016/B978-0-12-803637-2.00012-9

​Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games, 4(2), e11. https://doi.org/10.2196/games.5888

​Mårell-Olsson, E. (2021). Using gamification as an online teaching strategy to develop students’ 21st century skills. Interaction Design and Architecture(s), 47, 69–93. https://doi.org/10.55612/s-5002-047-004

​Mellado, R., Cubillos, C., Vicari, R. M., & Gasca-Hurtado, G. (2024). Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses. Applied Sciences, 14(17), 7933. https://doi.org/10.3390/app14177933

​Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: the “Gamification” of scientific thinking. Frontiers in Psychology, 4. https://doi.org/10.3389/fpsyg.2013.00607

​Núñez del Río, M. C., López, C. B., Molina, E. C., & García, M. G. (2014). Enfoques de atención a la diversidad, estrategias de aprendizaje y motivación en educación secundaria. Perfiles Educativos, 36(145), 65–80. https://doi.org/10.1016/S0185-2698(14)70638-5

​Olmedo-Flores, D. E., Gordon-Merizalde, G. J., Jara-Zarria, H. M., Chuqui-Shañay, M. E., Lema-Coordonez, S. X., & Palaguaray-Guagrilla, D. A. (2024). La Eficacia de la Gamificación en el Fomento de la Motivación y el Aprendizaje Activo en Aulas Virtuales. Revista Científica Retos de La Ciencia, 1(4), 239–251. https://doi.org/10.53877/rc.8.19e.202409.19

​Rajaram, K. (2023). Future of Learning: Teaching and Learning Strategies. In Learning Intelligence: Innovative and Digital Transformative Learning Strategies (pp. 3–53). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-9201-8_1

​Reilly, D. (2012). Gender, Culture, and Sex-Typed Cognitive Abilities. PLoS ONE, 7(7), e39904. https://doi.org/10.1371/journal.pone.0039904

​Rosado Rosado, M. P., Quiroz Vera, L. G., Andrade Párraga, M. E., & Yumisaca Sagñay, L. H. (2024). Herramientas Tics de gamificación para fomentar el interés de los estudiantes en el aprendizaje. Religación, 9(40), e2401199. https://doi.org/10.46652/rgn.v9i40.1199

​Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

​Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

​Sanmugam, M., Abdullah, Z., & Zaid, N. M. (2014). Gamification: Cognitive impact and creating a meaningful experience in learning. 2014 IEEE 6th Conference on Engineering Education (ICEED), 123–128. https://doi.org/10.1109/ICEED.2014.7194700

​Saxena, M., & Mishra, D. K. (2021). Gamification and Gen Z in Higher Education. International Journal of Information and Communication Technology Education, 17(4), 1–22. https://doi.org/10.4018/IJICTE.20211001.oa10

​Sezgin, S., & Yüzer, T. V. (2022). Analysing adaptive gamification design principles for online courses. Behaviour & Information Technology, 41(3), 485–501. https://doi.org/10.1080/0144929X.2020.1817559

​Taylor, C. L., & Barbot, B. (2021). Gender differences in creativity: Examining the greater male variability hypothesis in different domains and tasks. Personality and Individual Differences, 174, 110661. https://doi.org/10.1016/j.paid.2021.110661

​Valenzuela Osuna, S., Guardado Garza, K. G., & Díaz Díaz, M. A. (2024). La influencia de la gamificación en la educación superior. Revisión de literatura. Revista de Investigación En Tecnologías de La Información, 12(26), 39–47. https://doi.org/10.36825/RITI.12.26.004

​Weber, K. M., & Rohracher, H. (2012). Legitimizing research, technology and innovation policies for transformative change. Research Policy, 41(6), 1037–1047. https://doi.org/10.1016/j.respol.2011.10.015

​Xu, W., Xu, G.-R., & Xing, Q.-W. (2024). The impact of different combinations of game elements for gamified learning in higher education on student learning outcomes: a multilevel meta-analysis. Studies in Higher Education, 1–28. https://doi.org/10.1080/03075079.2024.2416498