Services on Demand
Journal
Article
Indicators
Cited by SciELO
Access statistics
Related links
Similars in SciELO
Share
Revista InveCom
On-line version ISSN 2739-0063
Abstract
PENAFIEL VILLAVICENCIO, Priscila Valeria; ORDONEZ REINO, Betty Karina and FERNANDEZ-SANCHEZ, Lineth. Gaming and gamification as learning facilitators for students. Revista InveCom [online]. 2025, vol.5, n.3, e050309. Epub Mar 10, 2025. ISSN 2739-0063. https://doi.org/10.5281/zenodo.14020536.
Play and gamification were considered of utmost importance as essential components in the students' learning process. Consequently, it was considered appropriate for teachers to integrate activities that promote playful learning in their teaching methods, aligning with the objectives of the class. The purpose of this article was to carry out an analysis of the state of the art regarding gamification and gamification as facilitators of learning in various contexts. This analysis was conducted using the PRISMA method and was based on a sample of 20 research papers published in journals indexed in databases such as Scopus, SciELO, Mendeley and ERIC, covering the period from 2020 to 2024. The findings evidenced the benefits of including games and gamification in learning processes, highlighting a positive relationship between playful activities and the achievement of meaningful learning, which contributed to create a motivating environment in the classroom. It was concluded that it was beneficial to incorporate gaming and gamification activities in the educational environment to achieve classroom objectives.
Keywords : gaming; gamification; learning; teaching.