Gamification and Technological Resources: Innovative Experiences to Motivate and Optimize the Learning Process in University Contexts
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| Title: | Gamification and Technological Resources: Innovative Experiences to Motivate and Optimize the Learning Process in University Contexts |
|---|---|
| Language: | English |
| Authors: | Elena Carrión Candel (ORCID |
| Source: | Digital Education Review. 2026 (48):188-208. |
| Availability: | Universitat de Barcelona. Passeig de la Vall d'Hebron 171, Edifici Llevant P3, Barcelona, 08035 Spain. e-mail: der@greav.net; Web site: http://revistes.ub.edu/index.php/der |
| Peer Reviewed: | Y |
| Page Count: | 21 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research Tests/Questionnaires |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Higher Education, College Students, Gamification, Computer Games, Computer Uses in Education, Educational Technology, Teaching Styles, Student Motivation, Technology Integration, Teacher Effectiveness, Student Attitudes, Electronic Learning, In Person Learning |
| ISSN: | 2013-9144 |
| Abstract: | The use of gamified technological tools represents an alternative pedagogical practice to enhance the teaching-learning process in higher education. Teachers should employ innovative strategies that foster active, meaningful, and interactive learning in the classroom. This research aims to determine whether the implementation of digital resources based on gamification--Genially, Nearpod, Educaplay, and Quizizz--improves students' evaluation of learning (in terms of knowledge acquisition, teacher training, and motivation) in both face-to-face and online courses across various social science disciplines in higher education. A pre-experimental design was used with pre- and post-intervention measurements conducted over four months (n=345). The results reveal significant improvements in students' perceptions of teaching style, methodological innovation, content comprehension, problem solving, motivation, participation, and collaborative work. In addition, higher levels of digital competence, self-assessment, and adaptability to new digital resources were observed. Taken together, these findings confirm that gamification supports active, meaningful, and autonomous learning, consolidating its role as an effective strategy in higher education. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1500393 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1500393 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1500393 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification and Technological Resources: Innovative Experiences to Motivate and Optimize the Learning Process in University Contexts – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Elena+Carrión+Candel%22">Elena Carrión Candel</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7144-4002">0000-0001-7144-4002</externalLink>)<br /><searchLink fieldCode="AR" term="%22Cristina-de-la-Peña%22">Cristina-de-la-Peña</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-1176-4981">0000-0003-1176-4981</externalLink>)<br /><searchLink fieldCode="AR" term="%22Beatriz+Chaves-Yuste%22">Beatriz Chaves-Yuste</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4442-9138">0000-0002-4442-9138</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Digital+Education+Review%22"><i>Digital Education Review</i></searchLink>. 2026 (48):188-208. – Name: Avail Label: Availability Group: Avail Data: Universitat de Barcelona. Passeig de la Vall d'Hebron 171, Edifici Llevant P3, Barcelona, 08035 Spain. e-mail: der@greav.net; Web site: http://revistes.ub.edu/index.php/der – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 21 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research<br />Tests/Questionnaires – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Uses+in+Education%22">Computer Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Styles%22">Teaching Styles</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Integration%22">Technology Integration</searchLink><br /><searchLink fieldCode="DE" term="%22Teacher+Effectiveness%22">Teacher Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22In+Person+Learning%22">In Person Learning</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2013-9144 – Name: Abstract Label: Abstract Group: Ab Data: The use of gamified technological tools represents an alternative pedagogical practice to enhance the teaching-learning process in higher education. Teachers should employ innovative strategies that foster active, meaningful, and interactive learning in the classroom. This research aims to determine whether the implementation of digital resources based on gamification--Genially, Nearpod, Educaplay, and Quizizz--improves students' evaluation of learning (in terms of knowledge acquisition, teacher training, and motivation) in both face-to-face and online courses across various social science disciplines in higher education. A pre-experimental design was used with pre- and post-intervention measurements conducted over four months (n=345). The results reveal significant improvements in students' perceptions of teaching style, methodological innovation, content comprehension, problem solving, motivation, participation, and collaborative work. In addition, higher levels of digital competence, self-assessment, and adaptability to new digital resources were observed. Taken together, these findings confirm that gamification supports active, meaningful, and autonomous learning, consolidating its role as an effective strategy in higher education. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1500393 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1500393 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 21 StartPage: 188 Subjects: – SubjectFull: Higher Education Type: general – SubjectFull: College Students Type: general – SubjectFull: Gamification Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Computer Uses in Education Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Teaching Styles Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Technology Integration Type: general – SubjectFull: Teacher Effectiveness Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: In Person Learning Type: general Titles: – TitleFull: Gamification and Technological Resources: Innovative Experiences to Motivate and Optimize the Learning Process in University Contexts Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Elena Carrión Candel – PersonEntity: Name: NameFull: Cristina-de-la-Peña – PersonEntity: Name: NameFull: Beatriz Chaves-Yuste IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 2013-9144 Numbering: – Type: issue Value: 48 Titles: – TitleFull: Digital Education Review Type: main |
| ResultId | 1 |