La Interacción e Interactividad en la Gamificación: una SLR sobre la Comunicación en el Aprendizaje

Autores/as

  • Staling Cordero-Brito Universidad de Salamanca, GRIAL

DOI:

https://doi.org/10.62008/ixc/16/01Gamifi

Palabras clave:

compromiso, motivación, aprendizaje lúdico, diseño de juego, comunicación educativa

Resumen

La gamificación es una herramienta de enseñanza utilizada para promover mejoras en la conducta, la participación y rutinas de aprendizaje. Se lleva cabo una revisión sistemática de la literatura (SLR) de 155 artículos publicados en revistas de acceso abierto. Se advierte una tendencia creciente al uso de la gamificación en todos los campos, pero la Educación y los Negocios mostraron una mayor cantidad de estudios que la Psicología de la salud y el Medio ambiente. Los resultados indican que una combinación entre los componentes y tipos de jugadores puede crear herramientas eficaces e innovadoras para el incremento de la motivación en los participantes.  Además, se muestra como los puntos es el componente más utilizado, pero sin llegar a la "Pointsfication"; mientras que los tipos de jugadores no suelen considerarse en el diseño de investigación.  Finalmente, la mayoría de las publicaciones se encuentran en una fase inicial de innovación.La gamificación es una herramienta de enseñanza utilizada para promover mejoras en la conducta, la participación y rutinas de aprendizaje. Se lleva cabo una revisión sistemática de la literatura (SLR) de 155 artículos publicados en revistas de acceso abierto. Se advierte una tendencia creciente al uso de la gamificación en todos los campos, pero la Educación y los Negocios mostraron una mayor cantidad de estudios que la Psicología de la salud y el Medio ambiente. Los resultados indican que una combinación entre los componentes y tipos de jugadores puede crear herramientas eficaces e innovadoras para el incremento de la motivación en los participantes.  Además, se muestra como los puntos es el componente más utilizado, pero sin llegar a la "Pointsfication"; mientras que los tipos de jugadores no suelen considerarse en el diseño de investigación.  Finalmente, la mayoría de las publicaciones se encuentran en una fase inicial de innovación.

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Citas

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Publicado

2026-01-15

Cómo citar

Cordero-Brito, S. (2026). La Interacción e Interactividad en la Gamificación: una SLR sobre la Comunicación en el Aprendizaje. index.Comunicación, 16(1), 177–201. https://doi.org/10.62008/ixc/16/01Gamifi