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 contribución | Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review |
|---|---|
| Idioma original | Español |
| Número de artículo | 639 |
| Publicación | Salud, Ciencia y Tecnologia |
| Volumen | 3 |
| DOI | |
| Estado | Publicada - 1 ene. 2023 |
Nota bibliográfica
Publisher Copyright:© 2023, Editorial Salud, Ciencia y Tecnologia. All rights reserved.
ODS de las Naciones Unidas
Este resultado contribuye a los siguientes Objetivos de Desarrollo Sostenible
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ODS 3: Salud y bienestar
Palabras clave
- Artificial Intelligence
- Gamification
- Higher Education
- Mental Health
- PRISMA
Areas de Conocimiento del CACES
- 111A Educación
Proyectos
- 1 Activo
-
Desarrollo de un entorno basado en realidad virtual para el aprendizaje y práctica de entrevistas psicológicas, para estudiantes de la carrera de Psicología de la Universidad Politécnica Salesiana sede Cuenca
Guerrero Vasquez, L. F. (Investigador Secundario), Chumbay Salazar, N. F. (Investigador Secundario), Cañizares Jarrin, M. L. (Investigador Secundario), Campoverde Duran, R. A. (Investigador Secundario), Quito Calle, J. V. (Investigador principal), Muñoz Arteaga, P. A. (Investigador Secundario), Flores, I. (Investigador Secundario), Gonzalez Gonzalez, D. M. (Estudiante Investigador), Yunga Jara, P. S. (Estudiante Investigador), Peralta Maldonado, J. F. (Estudiante Investigador), Proaño Pasan, M. A. (Estudiante Investigador), Conde Guallpa, L. G. (Estudiante Investigador), Iñiguez Gutierrez, E. J. (Estudiante Investigador), Ramirez Coronel, A. A. (Investigador Secundario), Sacaquirin Rivadeneira, C. E. (Estudiante Investigador), Loja Villazhiñay, A. K. (Investigador Secundario) & Cordero Balarezo, M. B. (Investigador Secundario)
21/09/23 → …
Proyecto: Investigación y Desarrollo
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