A gamified digital framework in higher education: impact on learning and motivation
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2025
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Chaves Yuste, Beatriz, Carrión Candel, Elena, & de la Peña Álvarez, Cristina. (2025). A gamified digital framework in higher education: impact on learning and motivation. Turkish Online Journal of Distance Education, 26(3), 60-84.
Abstract
The use of gamified digital tools has become a key and dynamic component in the work of educators,
playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and
interactive learning experience aimed at increasing student motivation and providing immediate feedback.
Based on these principles, this study proposes to analyze the improvement in student learning and
motivation following the application of a didactic experience using gamified digital resources (Nearpod,
Genially, Educaplay, Breakout, and Quizizz) in an online university classroom. The implementation was
carried out over a five-month period with pre-service teachers (n=147) from the Bachelor’s Degree in Early
Childhood and Primary Education and the Master’s Degree in Secondary Education and Teacher Training
at a private Spanish university. A pre-experimental design with pre- and post-intervention measurements
was employed. The research results demonstrate that the use of these gamified digital resources enhances
students’ perceptions of music learning in an online university environment. The findings reveal a positive
impact across all evaluated areas following the didactic intervention, with significant improvements ranging
from perceptible to moderate in university students’ perceptions of learning and motivation. Therefore,
the study’s findings have practical educational implications, highlighting the appropriateness of using these
digital resources not only in music courses but also in other subjects within the curriculum, promoting active
learning in the classroom.