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Horizontes Revista de Investigación en Ciencias de la Educación

Print version ISSN 2616-7964

Abstract

MONTENEGRO CRUZ, Nilson Yover; HERMANDEZ FERNANDEZ, Bertila; SERRANO MESIA, Max Michael  and  LULE URIARTE, María Nilda. Gamification app for formative feedback in high school students. Horizontes Rev. Inv. Cs. Edu. [online]. 2022, vol.6, n.26, pp.2019-2030.  Epub Nov 23, 2022. ISSN 2616-7964.  https://doi.org/10.33996/revistahorizontes.v6i26.470.

The context of COVID-19 pandemic, has generated that education moves to a virtual environment, which has allowed the use of virtual gamification strategies for the proper development of feedback. Therefore, the present study aimed to assess the use of gamification Apps (applications) in the formative feedback of students and to evaluate effective digital tools for formative feedback. This research was carried out through the systematic review of 22 documents including articles, books, theses and normative frameworks obtained from the following databases: Scopus, Scielo and Google Scholar, Latindex Catalog and Redalyc. After the documentary analysis, it is concluded that the Apps are an appropriate gamification strategy for the development of formative feedback, among the most used and effective tools, according to the authors consulted, are Socrative, Quizizz and iSpring Learn LMS, Educaplay and Kahoot, however, to ensure their effectiveness, it is necessary that teachers are trained on their use to apply them satisfactorily in classes with students.

Keywords : Gamification; Virtual education; Apps; Formative feedback; Digital competences.

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