Gamification strategies in higher education: impact and efectiveness of digital platforms
This paper examines the various gamification strategies implemented in digital platforms and their impact on higher education. Through a comprehensive review of the literature and case studies, the effectiveness of these strategies is analyzed in terms of motivation, participation and academic results. These tools in the educational field are aimed at gamification, incorporating game elements in the classroom, which increases student interest and participation. The methodology used in this study is the quantitative and qualitative approach, of a quasi-experimental type, through the participation of 60 students from the Santa Maria del Fiat Educational Unit. Six sessions of gamified activities were carried out on the Kakoot platform, each one lasted 40 minutes. Three data collection instruments were used, elements that have been considered to compare the interactive activities in a group manner, the survey, the teacher's grade record, and the record of delivery of each collaborative activity. The results obtained were the participation, the collaboration of the students and the conclusion is that the students had a weakness in the subject of the novel. As for their prior knowledge, the subjects they mastered were theatre and, finally, more than half of the participants passed the test in terms of gamification.
https://orcid.org/0000-0003-0455-5241