Gamification in university teaching: didactic and technological challenges
DOI:
https://doi.org/10.21556/edutec.2025.91.3695Keywords:
gamification, higher education, student motivation, educational technology, teacher trainingAbstract
Gamification is an innovative strategy in university education that seeks to increase student motivation and engagement through playful dynamics. However, its implementation faces pedagogical and technological challenges. This study analyses these barriers and opportunities at the Faculty of Education, Science and Technology of the Universidad Técnica del Norte (Ibarra, Ecuador) using a mixed methodology combining surveys, interviews and classroom observations. Thirty teachers and 150 students participated. The results show that 75% of the students report increased motivation and participation, especially with rewards and group competitions. However, 70% of teachers identified lack of specific training, planning time and resistance to change as major obstacles. Although the university has adequate technological infrastructure, difficulties of access to personal devices persist among students. The study suggests reinforcing teacher training, offering efficient technical support and customizing digital platforms to adapt them to the pedagogical content. It also highlights the importance of properly managing the use of technologies to avoid digital fatigue and to take advantage of the post-pandemic hybrid environment to consolidate this methodology.
Downloads
References
Aguilera, C., Santos, C., Pinargote, B., & Erazo, J. (2020). Gamificación: estrategia didáctica motivadora en el proceso de enseñanza aprendizaje del primer grado de educación básica. Revista Cognosis, 5(2), 51. https://doi.org/10.33936/cognosis.v5i3.2083 DOI: https://doi.org/10.33936/cognosis.v5i3.2083
Al Mahdi, Z. (2023). Enhancement of Technology in Pedagogy and Practice in Higher Education during COVID-19. SHS Web Conf., 156, 1-6. https://doi.org/10.1051/shsconf/202315605001 DOI: https://doi.org/10.1051/shsconf/202315605001
Alban, J., Chicaiza, Á., Manobanda, E., & Cocha, M. (2024). El uso de la gamificación en la educación superior para mejorar el aprendizaje y la motivación. Reincisol., 3(6), 778-805. https://doi.org/10.59282/reincisol.V3(6)778-805 DOI: https://doi.org/10.59282/reincisol.V3(6)778-805
Alonso García, S., Rodríguez Jiménez, C., De la Cruz Campos, J. C., & Santos Villalba, M. J. (2021). Applications of gamification in the context of higher education: A theoretical approach. En Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference (pp. 147–155). Springer. https://doi.org/10.1007/978-3-030-86618-1_15 .Basantes-Andrade, A., Cabezas-González, M., Casillas-Martín, S., Naranjo-Toro, M., & Benavides-Piedra, A. (2022). NANO-MOOCs to train university professors in digital competences. Heliyon, 8(6), 1-8. https://doi.org/10.1016/j.heliyon.2022.e09456 DOI: https://doi.org/10.1016/j.heliyon.2022.e09456
Bokolo, A. J., Kamaludin, A., Romli, A. M., Raffei, A. F. M., Phon, D. N. E., Abdullah, A., & Ming, G. (2020). Blended Learning Adoption and Implementation in Higher Education: A Theoretical and Systematic Review. Technology, Knowledge and Learning, 27, 531–578.. https://doi.org/10.1007/s10758-020-09477-z DOI: https://doi.org/10.1007/s10758-020-09477-z
Camacho-Sánchez, R., Manzano-León, A., Rodríguez-Ferrer, J. M., Serna, J., & Lavega-Burgués, P. (2023). Game-based learning and gamification in physical education: a systematic review. Education Sciences, 13(2), 1-12. https://doi.org/10.3390/educsci13020183 DOI: https://doi.org/10.3390/educsci13020183
Campillo-Ferrer J-M, Miralles-Martínez P, Sánchez-Ibáñez R. (2020). Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. Sustainability, 12(12), 1-13. https://doi.org/10.3390/su12124822 DOI: https://doi.org/10.3390/su12124822
Carbajal Destre, P., Rodríguez Barboza, J. R., Palacios Garay, J., Ávila Sánchez, G. A., & Cadenillas Albornoz, V. (2022). Gamificación como técnica de motivación en el nivel superior. Horizontes. Revista de Investigación En Ciencias de La Educación, 6(23), 484–496. https://doi.org/10.33996/revistahorizontes.v6i23.351 DOI: https://doi.org/10.33996/revistahorizontes.v6i23.351
Castillo-Mora, M. J., Escobar-Murillo, M. G., Barragán-Murillo, R. de los Á., & Cárdenas-Moyano, M. Y. (2022). La Gamificación como herramienta metodológica en la enseñanza. Polo Del Conocimiento, 7(1), 686-701. https://doi.org/10.23857/pc.v7i1.3503
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279-1317. https://doi.org/10.1007/s10639-022-11548-w DOI: https://doi.org/10.1007/s10639-022-11548-w
Ferriz-Valero A, Østerlie O, García Martínez S, García-Jaén M. (2020) Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education. International Journal of Environmental Research and Public Health, 17(12), 1-16. https://doi.org/10.3390/ijerph17124465 DOI: https://doi.org/10.3390/ijerph17124465
Fuchs, K. (2024). Challenges with Gamification in Higher Education: A Narrative Review with Implications for Educators and Policymakers. International Journal of Changes in Education, 1(1), 51-56. https://doi.org/10.47852/bonviewIJCE32021604 DOI: https://doi.org/10.47852/bonviewIJCE32021604
García, D., & Ladino, F. (2022). La ludificación de Kapp aplicado en el aprendizaje de la producción escrita en inglés. Horizontes Pedagógicos, 24 (1), 22-32. Obtenido de: https://horizontespedagogicos.ibero.edu.co/article/view/2422 DOI: https://doi.org/10.33881/0123-8264.hop.24103
García, L., Acosta, D., & Rivera, A. (2020). El efecto de las dinámicas de juego en la motivación y concentración de los estudiantes universitarios. Computers & Education, 161, 1-15. https://doi.org/10.1016/j.compedu.2020.104060 DOI: https://doi.org/10.1016/j.compedu.2020.104060
García-López IM, Acosta-Gonzaga E, Ruiz-Ledesma E. (2023). Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance. Education Sciences, 13(8), 1-17. https://doi.org/10.3390/educsci13080813 DOI: https://doi.org/10.3390/educsci13080813
García-Peñalvo, F. J., & Corell, A. (2020). La COVID-19: ¿Enzima de la transformación digital de la docencia o reflejo de una crisis metodológica y competencial en la educación superior? Campus Virtuales, 9(2), 83-98. https://www.revistacampusvirtuales.es
Gianni, A. M., & Antoniadis, N. (2023). A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest. Information, 14(9), 1-15. https://doi.org/10.3390/info14090498 DOI: https://doi.org/10.3390/info14090498
Gironella, F. (2023). Gamification Pedagogy: A Motivational Approach to Student-Centric Course Design in Higher Education. Journal of University Teaching and Learning Practice, 20(3), 1-30. https://doi.org/10.53761/1.20.3.04 DOI: https://doi.org/10.53761/1.20.3.04
Guerrero, L. (2024). Exploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report. Societies, 14(1), 1-15. https://doi.org/10.3390/soc14010011 DOI: https://doi.org/10.3390/soc14010011
Gupta, P., & Goyal, P. (2022). Is game-based pedagogy just a fad? A self-determination theory approach to gamification in higher education. International Journal of Educational Management, 36(3), 341-356. https://doi.org/10.1108/IJEM-04-2021-0126 DOI: https://doi.org/10.1108/IJEM-04-2021-0126
Haruna, H., Zainuddin, Z., Okoye, K., Mellecker, R. R., Hu, X., Chu, S. K. W., & Hosseini, S. (2023). Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences. Interactive Learning Environments, 31(4), 2392-2410. https://doi.org/10.1080/10494820.2021.1888754 DOI: https://doi.org/10.1080/10494820.2021.1888754
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educational Technology Research and Development, 68(4), 1875–1901. https://doi.org/10.1007/s11423-020-09807-z DOI: https://doi.org/10.1007/s11423-020-09807-z
Jaramillo-Mediavilla L, Basantes-Andrade A, Cabezas-González M, Casillas-Martín S. (2024) Impact of Gamification on Motivation and Academic Performance: A Systematic Review. Education Sciences, 14(6), 1-16. https://doi.org/10.3390/educsci14060639 DOI: https://doi.org/10.3390/educsci14060639
Jarosz, K., Peng, C., & Liu, R. (2023, June). Implementation of Actionable Gamification Design Framework in Machining Training. In ASEE annual conference exposition. https://doi.org/10.18260/1-2--43528 DOI: https://doi.org/10.18260/1-2--43528
Lozada Ávila, C., & Betancur Gómez, S. (2017). La gamificación en la educación superior: una revisión sistemática. Revista Ingenierías Universidad de Medellín, 16(31), 97–124. https://doi.org/10.22395/rium.v16n31a5 DOI: https://doi.org/10.22395/rium.v16n31a5
McIntosh, D., Al-Nuaimy, W., Al Ataby, A., Sandall, I., Selis, V., & Allen, S. (2023). Gamification approaches for improving engagement and learning in small and large engineering classes. International Journal of Information and Education Technology, 13(9), 1328-1337. https://doi.org/10.18178/ijiet.2023.13.9.1935 DOI: https://doi.org/10.18178/ijiet.2023.13.9.1935
Mejia, E., & Arteaga, N. (2023). Descifrar las violencias del México contemporáneo. Recorridos y apreciaciones metodológicas (Issue October). https://doi.org/10.59760/8916078 DOI: https://doi.org/10.59760/8916078
Montero Lora, M. A., & Gallur Santorun, S. (2023). Tendencias en el uso de recursos y herramientas tecnológicas educativas en la Educación Superior de la República Dominicana. Revisión sistemática de literatura. Etic@net. Revista Científica Electrónica de Educación y Comunicación En La Sociedad Del Conocimiento, 23(1), 116-137. https://doi.org/10.30827/eticanet.v23i1.27115 DOI: https://doi.org/10.30827/eticanet.v23i1.27115
Ortiz-Colón, A.-M., Jordán, J., & Agredal, M. (2018). Gamificación en educación: una panorámica sobre el estado de la cuestión. Educação e Pesquisa, 44(0), 1–17. https://doi.org/10.1590/s1678-4634201844173773 DOI: https://doi.org/10.1590/s1678-4634201844173773
Prieto-Andreu, J. M., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamificación, motivación y rendimiento en educación: Una revisión sistemática. Revista Electrónica Educare, 26(1), 1–23. https://doi.org/10.15359/ree.26-1.14 DOI: https://doi.org/10.15359/ree.26-1.14
Sabornido, E. B., Garma, V. A., Niepes, G. L., & Cabria, F. M. N. (2022). Key challenges and barriers in gamification: A systematic review. Asia Pacific Journal of Advanced Education and Technology, 1(1), 13-19. https://doi.org/10.54476/apjaetv1i1mar20221054 DOI: https://doi.org/10.54476/apjaetv1i1mar20221054
Samaja, J. (2018). LA TRIANGULACIÓN METODOLÓGICA (PASOS PARA UNA COMPRENSIÓN DIALÉCTICA DE LA COMBINACIÓN DE MÉTODOS)* Methodological triangulation (for a dialectic understanding of the approaches combination). Revista Cubana de Salud Pública, 44(2), 431–443. http://scielo.sld.cu
Sánchez, M. y Rivera, I. (2019). ¿Gamificar el aula de educación superior? Análisis de expectativas sobre gamificación de estudiantes universitarios de lengua extranjera. En S. García, J. Romero, C. Rodríguez y J. Sola (Coords), Investigación, Innovación docente y TIC. Nuevos horizontes educativos (pp. 492–504). Dykinson.
Silva, J., Ferrer, J., Gaitán, M., & Lis, J. P. (2019). Collaborative Spaces in Virtual Environments: Socio-Cultural Support for the University Beginning Teacher BT - Inventive Computation Technologies (S. Smys, R. Bestak, & Á. Rocha (eds.); pp. 890–897). Springer. https://doi.org/10.1007/978-3-030-33846-6_97 DOI: https://doi.org/10.1007/978-3-030-33846-6_97
Skritsovali, K. (2023). Learning through playing: appreciating the role of gamification in business management education during and after the COVID-19 pandemic. Journal of Management Development, 42(5), 388-398. https://doi.org/10.1108/JMD-04-2023-0124 DOI: https://doi.org/10.1108/JMD-04-2023-0124
Smolka, P., Žáček, M., & Malina, M. (2024). LMS Moodle platform as an environment for implementing gamification in education. AIP Conference Proceedings, 3094(1), 1-9. https://doi.org/10.1063/5.0210814 DOI: https://doi.org/10.1063/5.0210814
Swacha J. (2021). State of Research on Gamification in Education: A Bibliometric Survey. Education Sciences, 11(2), 1-15. https://doi.org/10.3390/educsci11020069 DOI: https://doi.org/10.3390/educsci11020069
Valencia Aguilar, C., & Barría Huidobro, C. (2022). Gamification and Usability in Educational Contexts: A Systematic Review BT - Telematics and Computing (M. F. Mata-Rivera, R. Zagal-Flores, & C. Barria-Huidobro (eds.); pp. 374–384). Springer https://doi.org/10.1007/978-3-031-18082-8_24 DOI: https://doi.org/10.1007/978-3-031-18082-8_24
Velásquez, S., Manco, J., Borja, R., Huamán, W., Candia, W., & Cortez, R. (2024). Math Gamification and ICT for University Learning: Systematic Review Article. International Journal of Religion, 5(1), 218–236. https://doi.org/10.61707/j5c9ts33 DOI: https://doi.org/10.61707/j5c9ts33
Yusof, A., Atan, N. A., Harun, J., Rosli, M. S., & Abd Majid, U. M. (2021). Students Engagement and Development of Generic Skills in Gamified Hybrid Service-Learning Course. International Journal of Emerging Technologies in Learning (iJET), 16(24), 220–243. https://doi.org/10.3991/ijet.v16i24.27481 DOI: https://doi.org/10.3991/ijet.v16i24.27481
Zheng, E., & Wang, Q. (2023). Effectiveness of Online Collaborative Learning in Gamified Environments. International Journal of Emerging Technologies in Learning (iJET), 18(17), 33–44. https://doi.org/10.3991/ijet.v18i17.42851 DOI: https://doi.org/10.3991/ijet.v18i17.42851
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Edutec, Revista Electrónica de Tecnología Educativa

This work is licensed under a Creative Commons Attribution 4.0 International License.
By submitting the paper, the authors assign the publication rights to the journal Edutec. For its part, Edutec authorises its distribution as long as its content is not altered and its origin is indicated. At the end of each article published in Edutec, the citation procedure is indicated.
The management and editorial board of Edutec Revista Electrónica de Tecnología Educativa do not accept any responsibility for the statements and ideas expressed by the authors in their work.
Translated with www.DeepL.com/Translator (free version)