Publicación:
Gamification in Engineering Education during COVID-19: A Systematic Review on Design Considerations and Success Factors in its Implementation

dc.contributor.authorChamorro-Atalaya, Omar
dc.contributor.authorMorales-Romero, Guillermo
dc.contributor.authorCaycho-Salas, Beatriz
dc.contributor.authorGuía-Altamirano, Teresa
dc.contributor.authorAuqui-Ramos, Elizabeth
dc.contributor.authorRocca-Carvajal, Yadit
dc.contributor.authorArones, Maritza
dc.contributor.authorArévalo-Tuesta, José Antonio
dc.contributor.authorGonzales-Huaytahuilca, Roxana
dc.contributor.authorTrinidad Loli, Nicéforo Ladislao
dc.date.accessioned2025-08-15T15:27:17Z
dc.date.issued2023
dc.description.abstractIn pre-pandemic scenarios, various studies have indicated that gamification has turned out to contribute to improving student learning; however, in the context of the pandemic and in the face of the abrupt change to a virtual teaching modality, the need for learning innovations to overcome the limitations of social distancing was much more critical. Thus, this article aims to explore and describe the design considerations of gamification and the factors that evidenced its success in engineering education. Therefore, a systematic review of the literature was developed under a mixed approach and with an exploratory-descriptive scope. The results showed that gamification was applied to a greater extent in computer engineering and software engineering. In addition, the design considerations that prevailed in the development of gamification applications were, to a greater extent. focused on the pedagogical objective and the interaction of the simulation. It was found that the application of gamification effectively generates motivation, commitment, and permanent participation of the student. As such, it is concluded that aspects such as the area of knowledge of the student in engineering are relevant for the implementation of gamification. In addition, the design considerations that contribute to the success of the construction of student learning do not depend on the virtual, face-to-face or hybrid teaching model; however, it is necessary to build regulations that regulate and promote the continuity and sustainability of the use of gamification throughout the engineering career and not in isolation. ©2023 Authors.
dc.identifier.doi10.26803/ijlter.22.6.17
dc.identifier.scopus2-s2.0-85164826954
dc.identifier.urihttps://cris.une.edu.pe/handle/001/518
dc.identifier.uuid92b3969d-9c02-4e30-a014-c0aff55b986b
dc.language.isoen
dc.publisherSociety for Research and Knowledge Management
dc.relation.citationissue6
dc.relation.citationvolume22
dc.relation.ispartofInternational Journal of Learning, Teaching and Educational Research
dc.rightshttp://purl.org/coar/access_right/c_abf2
dc.subjectdesign
dc.subjectengineering education
dc.subjectgamification
dc.subjectmotivation
dc.subjectsuccess factors
dc.titleGamification in Engineering Education during COVID-19: A Systematic Review on Design Considerations and Success Factors in its Implementation
dc.typehttp://purl.org/coar/resource_type/c_dcae04bc
dspace.entity.typePublication
oaire.citation.endPage327
oaire.citation.startPage301
person.affiliation.nameFacultad de Ciencias
person.identifier.orcid0000-0002-0630-6348
relation.isAuthorOfPublicationdca2e009-5da6-4cdd-9297-d003b07bc71d
relation.isAuthorOfPublication.latestForDiscoverydca2e009-5da6-4cdd-9297-d003b07bc71d

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