A gamified digital framework in higher education: impact on learning and motivation

dc.contributor.authorCarrión Candel, Elena
dc.contributor.authorde la Peña Álvarez, Cristina
dc.contributor.authorChaves Yuste, Beatriz
dc.date.accessioned2025-07-07T12:12:53Z
dc.date.available2025-07-07T12:12:53Z
dc.date.issued2025
dc.description.abstractThe 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.
dc.description.departmentDepto. de Estudios Ingleses: Lingüística y Literatura
dc.description.facultyFac. de Comercio y Turismo
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.citationChaves 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.
dc.identifier.officialurlhttps://dergipark.org.tr/en/pub/tojde/issue/93480/1556533
dc.identifier.urihttps://hdl.handle.net/20.500.14352/122281
dc.issue.number3
dc.journal.titleTurkish Online Journal of Distance Education
dc.language.isoeng
dc.page.final84
dc.page.initial60
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.cdu821.111'243
dc.subject.keywordGamification
dc.subject.keywordHigher education
dc.subject.keywordDigital tools
dc.subject.keywordOnline learning
dc.subject.keywordMotivation
dc.subject.keywordMusic education.
dc.subject.ucmHumanidades
dc.subject.unesco5801.05 Pedagogía Experimental
dc.titleA gamified digital framework in higher education: impact on learning and motivation
dc.typejournal article
dc.volume.number26
dspace.entity.typePublication
relation.isAuthorOfPublication5bba5a1d-d4e4-4892-9f33-264411cd96a8
relation.isAuthorOfPublication.latestForDiscovery5bba5a1d-d4e4-4892-9f33-264411cd96a8

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