Gamification. Successes and possible disadvantages of its application in educational contexts

Authors

  • Javier Rodríguez Ramírez Centro de Referencia para la Educación de Avanzada (CREA)-CUJAE

Keywords:

Gamification, education, game elements, game design, motivation

Abstract

Gamification applied in learning contexts is a current trend that has come along with the popularization of videogames and the process of integration of information and communication technologies to the teaching-learning process. It is characterized by the use of game elements and its main goal is to impact on the student’s motivation for study and participation in educational activities. Although this phenomenon is currently being studied and developed and there are some reports of successful applications, it does not lack controversy due to
the possible negative effects on student’s motivation that a flawed implementation might have.  The objective of this article is to present some of the existing definitions for gamification, to study the main characteristics of its currents applications, and to analyze the critics to this trend coming from game design and motivational psychology.

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Published

2019-12-04

How to Cite

Rodríguez Ramírez, J. (2019). Gamification. Successes and possible disadvantages of its application in educational contexts. Journal Reference Pedagogical, 7(2), 210 – 230 p. Retrieved from https://rrp.cujae.edu.cu/index.php/rrp/article/view/186

Issue

Section

Articles Theoretical revision: