Impact of Gamification on the Learning of Secondary School Students: A Quantitative Study
Keywords:
gamification, learning, secondary education, academic performance, motivationAbstract
Gamification has become established as an innovative pedagogical strategy aimed at strengthening motivation, participation, and academic performance through the incorporation of game elements into educational contexts. The objective of this study was to analyze the impact of gamification on the learning of secondary school students. A quantitative research design with a quasi-experimental approach was conducted, involving an experimental group and a control group, both assessed through pretest and posttest measures. The sample consisted of 60 second-year students from a public educational institution, equally distributed between both groups. The experimental group received an intervention based on gamified strategies for eight weeks, while the control group followed a traditional teaching methodology. A 14-item questionnaire and an objective knowledge test validated by experts (α = 0.82) were administered. The results showed significant differences in favor of the experimental group, with an overall average of 81.2% affirmative responses compared to 54.1% in the control group. Furthermore, statistical analysis revealed significant improvements in the academic performance of the experimental group (p < 0.05). It is concluded that gamification positively influences learning in secondary education by enhancing motivation, active participation, and the perception of academic achievement. Future research with larger samples and longitudinal designs is recommended to strengthen the evidence regarding its long-term impact.
References
Azzouzz, N. (2020). Effect of gamification on students’ motivation and learning. e-International Journal of Educational Research, 11(2), 1–15.
Faure-Carvallo, A. (2022). Gamificación digital en la educación secundaria: Análisis de la producción científica. Revista Latina de Comunicación Social, 80, 1–18. https://doi.org/10.4185/RLCS-2022-1773
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
Moreira Parrales, M. L., Mejía Carrillo, M. J., Suárez Ibujes, M. O., & Torres Peñafiel, J. S. (2024). Gamification for learning mathematics in secondary school. Salud, Ciencia y Tecnología, 4, 741.
Ortiz-Colón, A. M. (2019). Gamificación en educación: Una panorámica sobre el estado del arte. Educación XX1, 22(2), 45–67.
Prieto-Andreu, J. M. (2022). Gamificación, motivación y rendimiento en educación: Una revisión sistemática. Revista Electrónica Educare, 26(1), 1–19. https://doi.org/10.15359/ree.26-1.14
Qudsi, H. (2024). Gamification in education: Boosting student engagement and learning outcomes. ShodhKosh: Journal of Visual and Performing Arts, 5(4), 686–693.
Sánchez, R. (2024). Implementación de estrategias gamificadas en educación secundaria: Retos y oportunidades. Ciencia Latina Revista Científica Multidisciplinar, 8(1), 18985–19002.
Banihashem, S. K., Dehghanzadeh, H., Clark, D., Noroozi, O., & Biemans, H. J. A. (2024). Learning analytics for online game-based learning: A systematic literature review. Behaviour & Information Technology, 43(12), 2689–2716. https://doi.org/10.1080/0144929X.2023.2255301
Barragán Velasco, C. E., Romero Acosta, Y. J., Castillo Arteaga, M. E., & Guaranda Aguilar, N. N. (2021). Gamificación en la educación secundaria: Una estrategia didáctica para fomentar el aprendizaje activo y significativo. Conexión Científica Revista Internacional, 2(3), 34–48. https://doi.org/10.71068/tpt0ht37
Coloma Valdez, C. F. (2022). Impacto de la gamificación en el rendimiento académico y la participación estudiantil. Veritas, 11(1), 1298–1310.
Hidalgo, S. A. A. (2022). Gamificación como estrategia para mejorar la motivación y el rendimiento académico en estudiantes de secundaria: Una revisión sistemática. Ciencia Latina Revista Científica Multidisciplinar, 9(4), 3305–3325. https://doi.org/10.37811/cl_rcm.v9i4.18985
Nurhayati, N. (2024). Gamification in school education: A systematic review of its influence on student motivation and academic performance. Alishlah: Journal of Education, 17(4), 651–670.
Rojas, F. J. V. (2024). Diseño de experiencias lúdicas para fortalecer la motivación y el aprendizaje en ciencias naturales. Revista SAGA, 15(2), 311–330.
Triantafyllou, S. A. (2024). Gamification in education and training: A literature review on learner engagement and motivation. International Review of Education, 70(3), 345–365. https://doi.org/10.1007/s11159-024-10111-8
Zeng, J. (2024). Exploring the impact of gamification on students’ academic engagement: A meta-analysis. British Journal of Educational Technology, 55(3), 1230–1250.
Published
Issue
Section
License
Copyright (c) 2024 Jenifer Barzón Carcares (Autor/a)

This work is licensed under a Creative Commons Attribution 4.0 International License.

