Abstract
Gamification in the blended learning environment constitutes an innovation with a high impact on learning possibilities. It is considered to share aspects with blended learning, in relation to the increase in motivation and the optimization in obtaining results with respect to an activity to stimulate learning. In this sense, this paper proposes an analysis of publications in international databases in which the issue of gamification in the blended learning environment is addressed. To this end, a review of scientific literature is carried out, applying documentation as a method for systematization. The study presented analyzes 34 contributions between 2012 and 2017* indexed in the WOS and Scopus databases, using a search strategy based on four criteria: audience (target), topic, methodological design and main conclusions. The results show that the publications reviewed focus on higher education students, especially in the field of engineering, present prototypes and models, and present methodological designs in which the theoretical-conceptual framework predominates, followed by empirical-quantitative studies. Consequently, it is deduced, among other aspects, the need to continue promoting the convergence between gamification and blended learning, given the positive effect it has in relation to motivation, feedback and the acquisition of competencies by students.
| Translated title of the contribution | Gamification and its Possibilities in the Blended Learning Environment: Documentary Review |
|---|---|
| Original language | Spanish (Ecuador) |
| Pages (from-to) | 95-111 |
| Number of pages | 17 |
| Journal | RIED: Revista Iberoamericana de Educación a Distancia |
| Volume | 21 |
| Issue number | 21 |
| DOIs | |
| State | Published - 31 Jan 2018 |
Keywords
- Educational game
- Interaction
- Learning
- Learning strategy
- Motivation
- Teaching and training
- Technological education
CACES Knowledge Areas
- 413A Social and Cultural Studies
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