SciELO - Scientific Electronic Library Online

 
vol.9 número36Investigação científica e desempenho acadêmico em estudantes de Ciência e Tecnologia na EESPP “MFGB”-LambayequeEnsino criativo e consciência ambiental em alunos do ensino médio de uma instituição privada Peru índice de autoresíndice de assuntospesquisa de artigos
Home Pagelista alfabética de periódicos  

Serviços Personalizados

Journal

Artigo

Indicadores

Links relacionados

  • Não possue artigos similaresSimilares em SciELO

Compartilhar


Horizontes Revista de Investigación en Ciencias de la Educación

versão impressa ISSN 2616-7964

Resumo

DELGADO ARENAS, Raúl et al. Gamification and meaningful learning in university students. Horizontes Rev. Inv. Cs. Edu. [online]. 2025, vol.9, n.36, pp.306-317.  Epub 21-Jan-2025. ISSN 2616-7964.  https://doi.org/10.33996/revistahorizontes.v9i36.920.

Gamification is presented as a didactic strategy that improves teaching and learning processes by encouraging the active participation of students, promoting meaningful learning and strengthening the understanding of real context situations. The objective of this study was to analyze the relationship between gamification and meaningful learning in 52 graduate students of a Peruvian university. The research was basic with a non-experimental design. The results revealed a significant relationship between both variables (rho = 0.280; p = 0.000 < 0.05), highlighting that gamification optimizes the development of key competencies and facilitates pedagogical processes. It is concluded that this strategy constitutes an effective resource to enhance academic performance and problem solving in higher educational contexts.

Palavras-chave : Gamification; Meaningful learning; Didactic strategies; Skills; Higher education.

        · resumo em Português | Espanhol     · texto em Espanhol     · Espanhol ( pdf )