Submitted:
05 May 2025
Posted:
06 May 2025
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Abstract
Keywords:
Introduction
Materials and Methods
- Experience points (XP) for completed tasks
- Rewards for individual and group achievements
- Weekly challenges such as “escape rooms” or “trivia” related to PAR theory
- Cooperation and leadership rankings
- Pre- and post-test questionnaires on perceived competencies (using a 1–5 Likert scale)
- Classroom participation records
- Formative assessment rubrics
- A focus group held at the end of the experience
Results and Discussion
Quantitative Analysis Using SPSS
- Understanding of PAR
- Effective Communication
- Teamwork
- Conflict Resolution
- Participatory Planning
Analysis and Interpretation
- Understanding of PAR: Increased from 2.6 to 4.4. This growth indicates that gamification enabled not only a theoretical understanding of PAR but also experiential engagement through challenges and simulations.
- Effective Communication: Improved from 3.0 to 4.3. The ongoing need to coordinate with team members, defend proposals, and give presentations notably enhanced students’ communication abilities.
- Teamwork: Increased from 3.1 to 4.5, one of the most strengthened competencies. The gamified structure naturally encouraged sustained collaboration and role management.
- Conflict Resolution: Rose from 2.5 to 4.0. Shared missions required students to manage disagreements and seek consensus, reinforcing a competency that is often difficult to work on in lecture-based settings.
- Participatory Planning: Increased from 2.8 to 4.2, showing that the gamified approach helped students understand the importance of collectively designing social actions, reinforcing both content and method.
Conclusion of the Analysis
Significant Improvements in the Teaching-Learning Process
Focus Group Results
Future Research Directions
- Longitudinal studies that analyze the medium- and long-term impact of gamification on students’ professional development, evaluating whether the acquired competencies are sustained or effectively transferred to real-world work contexts.
- Inter-university comparisons, applying similar methodologies in other universities or Social Work faculties, to assess the replicability of the model and identify relevant contextual variables.
- Evaluation of the impact of gamification on learning equity, analyzing whether this methodology reduces or widens gaps in participation and performance among students with different levels of digital skills or educational backgrounds.
- Analysis of the teaching role in gamified environments, exploring how pedagogical relationships, teaching styles, and perceptions of authority shift in these dynamics, as well as identifying the skills needed to successfully design and implement such experiences.
- Comparative studies between active methodologies, assessing the relative impact of gamification versus other strategies such as problem-based learning (PBL), service-learning, or flipped classrooms, particularly in teaching participatory methodologies.
- Integration of emerging technologies, such as augmented reality or artificial intelligence, in the design of gamified environments to explore new ways of simulating participatory processes and providing personalized feedback.
Conclusions
References
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| Competency Category | Observed Improvement (Scale 1–10) | Percentage of Students Perceiving Improvement (%) | Common Qualitative Comments |
| Teamwork | 9.1 | 95% | “Greater cohesion and active listening” |
| Communication and Leadership | 8.5 | 87% | “I felt more confident speaking in groups” |
| Understanding of the PAR Approach | 9.3 | 92% | “I better understood how to research socially” |
| Group Facilitation Skills | 8.9 | 85% | “It helped me picture myself in my future job” |
| Self-Efficacy and Motivation | 8.2 | 80% | “I felt I could do it—I experienced it” |
| Critical and Reflective Thinking | 8.7 | 88% | “It made me question why we do what we do” |
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