La inteligencia artificial en la gamificación para promover la salud mental de los estudiantes universitarios: una revisión de alcance

Verónica Freire Palacios, Kléber Jaramillo Galarza, Jessica Quito Calle, Lenin Orozco Cantos

Producción científica: Contribución a una revistaArtículorevisión exhaustiva

Resumen

Introduction: gamification is a playful strategy that has been used to motivate and engage people in achieving specific objectives. In the realm of education and mental health, gamification has emerged as a promising tool to enhance emotional and psychological well-being. Objetive: the aim of this paper was to conduct a scoping review of the literature to assess the effectiveness of artificial intelligence in gamification for promoting mental health among university students. Methods: an exhaustive search for scientific articles was conducted across different databases, and the PRISMA guidelines were used for its development. From an initial phase where 424 potentially relevant titles were found, 14 articles were selected for analysis. Results: the studies reviewed showed that gamification can enhance motivation and engagement, as well as improve self-esteem and self-efficacy among higher education students. Additionally, it was found that 50 % of the articles had funding, showcasing the interest of higher education institutions in enhancing their quality standards. Conclusions: the published paper indicated that gamification can be executed in any field of study driven by emerging technologies such as artificial intelligence. However, it’s crucial to note that the effectiveness of gamification interventions may vary depending on various factors like game design quality, implementation context, and user characteristics.

Título traducido de la contribuciónArtificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review
Idioma originalEspañol
Número de artículo639
PublicaciónSalud, Ciencia y Tecnologia
Volumen3
DOI
EstadoPublicada - 1 ene. 2023

Nota bibliográfica

Publisher Copyright:
© 2023, Editorial Salud, Ciencia y Tecnologia. All rights reserved.

Palabras clave

  • Artificial Intelligence
  • Gamification
  • Higher Education
  • Mental Health
  • PRISMA

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