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vol.6 issue13EDUCOMMUNICATION IN THE DIGITAL ERA: CHILDREN'S AUDIOVISUAL PROJECT ON YOUTUBESOCIO-EMOTIONAL SKILLS IN STUDENTS OF REGULAR BASIC EDUCATION: A SYSTEMATIC REVIEW author indexsubject indexarticles search
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Aula Virtual

On-line version ISSN 2665-0398

Abstract

BUENDIA CUEVA, Gissela Isabel  and  MAZA MORI, Nora. USING GAMIFICATION TO ENHANCE COGNITIVE AND EMOTIONAL SKILLS IN CHILDREN UNDER SIX YEARS OF AGE: A SYSTEMATIC REVIEW. Aula Virtual [online]. 2025, vol.6, n.13, e543.  Epub Oct 01, 2025. ISSN 2665-0398.  https://doi.org/10.5281/zenodo.17093412.

The study aimed to analyze recent scientific evidence on the use of gamification as a strategy to enhance cognitive and emotional skills in children under six years of age. A systematic review was conducted under PRISMA guidelines, using the Scopus database and applying inclusion criteria to select empirical studies published between 2020 and 2025. Thirteen studies were identified involving samples of children between 3 and 6 years of age, in diverse educational contexts. The results revealed that gamification had a positive impact on emotional and cognitive development. Significant improvements were reported in emotional self-regulation, empathy, sustained attention, working memory, and logical thinking. The strategies used included both digital resources (apps, video games, augmented reality) and structured in-person playful activities. Furthermore, both intrinsic and extrinsic motivation were identified as key mediators in the relationship between playful design and learning outcomes. The research concluded that gamification is an effective pedagogical tool in early childhood education, although challenges remain related to the standardization of indicators and the systematization of experiences.

Keywords : Gamification; cognitive skills; emotional skills; preschool education.

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