Comprehensive Review of Gamification in Basic Education Located in Latin American
Chinchay F.V.F.; Velásquez R.M.A.; Espinoza L.Z.T. · Proceedings of the 2025 IEEE 32nd International Conference on Electronics, Electrical Engineering and Computing, INTERCON 2025 (2025) · DOI: 10.1109/intercon67304.2025.11244664
Resumen
Basic education faced one of its most pressing challenges: student demotivation and the ineffectiveness of traditional teaching methods in capturing attention and promoting meaningful learning. In response, the use of gamification - defined as the application of game dynamics and mechanics in non-game environments - emerged as an innovative pedagogical strategy capable of transforming the educational experience, from enhancing motivation to improving academic outcomes. This study conducted a Systematic Literature Review aimed at evaluating the impact of gamification on students in basic education, with a particular focus on the Latin American context. Applying the PICOC framework and adhering to the PRISMA-A protocol, the researcher identified and assessed over 200 scientific studies, of which 15 met the inclusion criteria and were examined in depth. The findings indicated that gamification significantly enhanced student participation, academic performance, cognitive skill development, and emotional engagement with learning. Nonetheless, the review also identified several barriers, including insufficient teacher training, limited technological infrastructure, and a lack of longitudinal studies at the elementary level-factors that underscored a persistent gap between the theoretical promise of gamification and its practical implementation in classrooms.
Instituciones: Universidad Tecnológica del Perú