Submitted:
23 June 2025
Posted:
25 June 2025
You are already at the latest version
Abstract

Keywords:
1. Introduction
- Analyze Gamification Platforms: Examine various gamification and online platforms to identify their functionalities and applications in learning activities tailored for higher education students.
- Develop Skill-Building Activities: Create engaging activities that cultivate digital culture and skills using platforms such as Kahoot, Quizizz, Wordwall, Mentimeter, History, Flipped Learning, and YouTube. These activities will be implemented with two student groups (53 and 45 students) in courses focused on sustainable development and research workshop II within the Computer Systems Engineering program.
- Evaluate Student Engagement: Assess student participation and the level of engagement with digital culture and learning competencies through various gamified environments and online platforms, utilizing emerging innovative educational models.
- Adopt Targeted Learning Strategies: Implement specific strategies that leverage gamification environments, prioritizing the enhancement of student competencies within the context of the educational program.
2. Materials and Methods
2.1. Type of Study
2.2. Instruments
2.3. Procedure
2.3.1. First Phase: Identification and Selection of Gamification Environments in HEIs
2.3.2. Second Phase: Development of Skills and Digital Culture with Innovation Tools and Strategies in Students
2.3.3. Third Phase: Assessment of Student Engagement and Strategic, Innovative and Emergent Learning Competencies
2.3.4. Fourth Phase: Prioritize and Promote the Use of Innovative Gamified Environments in the Education of the Sustainable Future of HEIs
3. Results
3.1. Identification and Analysis of Environments with Gamification for the Development of Learning Activities in Higher Education
3.2. Skills Management and Digital Culture with Gamification and Innovative Tools for the Development of Competencies in ISC Students
3.3. Performance Assessment of Learning Competencies with Gamification and Innovative and Emergent Tools Using Microsoft Teams
3.4. Systematized and Argumentative Description with Priorities Regarding the Use of Gamification Environments and Innovative Tools to Enter and Promote Emerging Learning Strategies in the Sustainable Higher Education of the Future
4. Discussion
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Assessment aspects and systematized review of gamified learning strategies in HEIs | Indicators and/or assessment criteria of learning strategies with gamification environments, development of competencies and digital culture to adopt emerging innovative strategies in future and sustainable education in the ISC educational program of the ITA (%) |
|---|---|
| Review and analysis of gamification environments to identify and learn about innovative tools in the learning process in HEIs |
|
| Knowledge management and digital culture applying the principle of gamification to achieve certain results in subjects of the ISC educational program |
|
| Assessment of compliance, dedication and learning competencies with emerging innovative strategies in education for a sustainable future |
|
| Systematized and argumentative description with priorities for adoption of gamification environments based on functionalities, knowledge management and student behavior during application with sustainable learning strategies in the future education of HEIs |
|
| Grouping | Subgroup | Frequency | Subclassification (gender, profile and subject) | Total percentage with respect to frequency |
|---|---|---|---|---|
| Genre | Men (H) | 74 | Students (H) | 75.51% |
| Women (M) | 24 | Students (M) | 56.05% | |
| Profile | Students (En) | 98 | Total (Es) of ISC | 100.00% |
| Subject (2 groups) |
Sustainable development (DS) | 53 | 39 (Es) (H) 14 (Es) (M) |
73.58% 26.42% |
| Research Workshop II (TI-II) | 45 | 35 (Es) (H) 10 (Es) (M) |
77.78% 22.22% |
|
| Age | 17 to 19 years old | 38 | - | 38.77% |
| 20 to 22 years old | 41 | - | 41.84% | |
| 23 to 25 years old | 14 | - | 14.29% | |
| 26 to 28 years old | 4 | - | 04.08% | |
| Between 29 and over | 1 | - | 01.02% | |
| Total | Respondents | 98 | - | 100% |
| Strategic gamification environments and tools for higher level learning | Features and functionalities of online environments and gamification tools essential for learning | Analysis and identification of on-line virtual environments and platforms based on the information selected from various sources, in order to know the basic functionalities and to be able to make proposals for application in strategic learning activities to be developed by students of the ISC educational program | |
|---|---|---|---|
| Gamification Kahoot y Quizizz |
|
For interactive processes are the most used tools with didactic functionality that impact on emotional competencies and social skills (Sáez-López et al., 2022). These tools can serve in learning strategies for education, achievement, participation and motivation during student training (Carrión-Candel and Roblizo-Colmenero, 2022). Student response systems (SRS) provoke anxiety in some students. But more engaging participation is generated in students (Adkins-Jablonsky et al., 2021). The gamification environments Kahoot and Quizizz tend to be useful environments, easy to use, dynamically accessible and attractive for implementation, and could support student learning. Therefore, they would be an alternative for their application in the development of formative activities based on games, incentivizing performance levels and rewarding through recognition. |
|
| Gamification Wordwall |
|
The Wordwall application can be used as a learning medium that focuses on increasing students' interest in learning materials (Nenohai et al., 2022). The feasibility of online games in learning aims to determine the degree of improvement in learner performance (Hasram et al., 2021). The effect of Wordwall as a didactic resource on learning contributes to the achievement of learning with significant improvements (Ordoñez-Palacios and Medina-Chicaiza, 2022). With the analysis and review of these references, it is deduced that the Wordwall tool is a strategic alternative to develop competencies in the subjects of Sustainable Development and Research Workshop II, since templates with entertainment supported by games could increase interest in learning. |
|
| Mentimeter |
|
As engineering education becomes accustomed to the new normal derived from the COVID-19 pandemic, online teaching has gained attention in recent years; therefore, modern online teaching approaches with gamification such as the Mentimeter tool must manage course content and interact with students on a regular basis (Raju et al., 2021). With the irruption of COVID-19, higher education has needed to incorporate new methodological approaches to cope with new forms of learning, such as gamification using Mentimeter that facilitates active learning of students, increasing attention, engagement and motivation to have a level of complexity that the most well-known programs do not have (Jiménez-Rodríguez et al., 2022). Teaching and learning activities in the world of education must always follow the development of technology for effectiveness and efficiency (Handoko et al., 2021). This systematized review points out that the Mentimeter tool that faces the new ways of learning is adequate to apply the questionnaires and preliminary exams; and in ISC students, its incorporation and management for learning must be a commitment. |
|
| History |
|
The constructivist approach and active learning strategies were at the heart of the curriculum. It is this approach determines students' views on teaching-learning activities in the classroom and examines the subject matter in terms of several variables (Sozen, 2019). The impact of constructivism as the effects of an empiricist turn that has sometimes taken the form of a reaction centered on historiography is of special interest (Soler-Bistué, 2022). The generation of learning through the constructivist model of education represents viability, since it generates an active and transforming mind of the professional; otherwise, the exercise of the profession focused on rote learning condemns to continue with negative results (Santos Hernández et al., 2020). This analysis based on the constructivist model is supported by virtual environments to reflect a history of knowledge retention that could have an impact on meaningful learning. Implementing strategies with a constructivist approach with History for learning would be a relevant alternative in the development of activities by students taking Sustainable Development and Research Workshop II. |
|
| Flipped Learning |
|
Flipped learning is considered an increasingly common strategy for the use of gamification in reverse learning research. However, demonstrating effectiveness requires adding gamification environments (Ekici, 2021). Currently, education is going through a moment of methodological transformation. Gamification and flipped learning are two active methodologies with excellent projection within the educational environment. In the early stages, gamification is more highly valued, while older participants value the flipped learning methodology (Parra-González et al., 2021). New forms of study, search and appropriation of knowledge with creative environments stimulate self-learning and self-preparation of students (Calaña Hernández, et al., 2021). These reviews deduce that higher level students prefer gamification instead of Flipped Learning, since gamification could generate greater learning. However, combining these two strategies will improve digital competencies and digital literacy. |
|
| YouTube Platform |
|
Theoretical contents through self-made videos uploaded to YouTube and adapted to all types of devices increase explanations and resolve doubts, gamification can also be implemented to keep students engaged (Gómez et al., 2022). Creating multimedia videos aligned to a methodology represents a challenge for meaningful learning of the subject, where it is required that the resources are more interactive during learning, the inverted class would represent a good option as opposed to traditional gamification (Enciso, 2022). Creating communities and sharing videos around shared resources highlight the usefulness of the YouTube tool for learning and training representative skills with self-authorship (Ramirez-Ochoa, 2016). The YouTube platform supports student learning, since the videos help in the appropriation of knowledge in a community work framework. For higher education, the YouTube platform is an innovative and powerful tool, allowing the creation of channels to disseminate information with animations and graphic designs, facilitating the development of activities and dissemination of knowledge online. |
| Ranking and prioritization of strategic and emergent gamification environments and tools for higher level learning | Learning strategies and adoption of environments and/or gamification tools according to the activity developed | Systematized and argumentative description regarding the behavior of gamification environments and tools used in the development of activities, the generation of specific competencies by ISC students and the assessment of technical results through the Microsoft Teams platform | |
|---|---|---|---|
| 1. Mentimeter |
Strategies: questionnaires of diagnostic and formative activities to identify fundamental concepts and preliminary competencies, reaffirm knowledge at the end of the daily session and reminders of previous classes. Adoption: high frequency for ISC student learning, and high interest alternative proposed for future higher education. |
Taking into account all these factors and aspects involved in learning with gamification, it is essential that the teaching and learning process be adapted to the needs of our millennial students. The implementation of these tools allowed us to keep the students active and made them more involved in the formative activities. The activities developed by applying questionnaires with the Mentimeter tool had a positive impact on the evaluation of the students; students answered the questions with 70% assertiveness, compared to the evaluation of activities other than gamification. |
|
| 2. YouTube platform |
Strategies: documented and hosted videos to transmit the knowledge and promotion of digital culture, using multimedia, graphics, images, tables, maps, etc. This strategy is contemplated for preliminary training activities and final training projects. Adoption: in high frequency for ISC student learning, and alternative with high degree of interest for future higher education. |
The students developed a video, explaining the development of a training project; to do so, they were asked to create a channel on the YouTube platform, and host the video for online dissemination. The students were motivated by this activity, presented the activity for dissemination, developed competence and promoted digital culture. With the development of activities through videos, students became involved and understood how to learn with a methodology, in the same way they develop the opportunity to transmit knowledge and were able to interact with other people who watched the video supported by the Flipped Learning strategy. The YouTube platform had a relevant impact, it was used with 72% and the specific competencies proposed in the subjects of sustainable development and research workshop II were developed. |
|
| 3. Gamification Kahoot y Quizizz |
Strategies: questionnaires of diagnostic and formative activities to identify preliminary concepts and competencies, reaffirm knowledge at the end of the daily class session and reminders of previous classes. Adoption: at medium frequency for ISC student learning, and proposed alternative of interest for future higher education. |
Students demonstrated positive attitude, knowledge and management of the Kahoot and Quizizz tools. Game-based learning increased motivation, engagement, enthusiasm and digital literacy in the students of ISC's educational program. Adequate training in the didactic use of information and communication technologies is perceived, since positive results were achieved in the evaluation of the activities. The technical reports of the surveys and interviews indicate that Kahoot provoked less anxiety than other pedagogical practices, such as reading a topic to develop reports, essays, etc.; on the other hand, students had higher performance, participation and attractive interest in learning. |
|
| 4. Wordwall |
Strategies: questionnaires of formative activities to identify preliminary learning skills and competencies. Adoption: at medium frequency for ISC student learning, and proposed alternative of interest for future higher education. |
Skill development shows moderate performance levels that meet the development of competencies, dedication and commitment with significant improvements in results. The analysis of these on-line environments with gamification could serve as a guide to decide between which learning tool to use to be implemented in the formative activities of the subjects at the upper secondary level. |
|
| 5. History |
Strategies: videos with documented stories for constructivist learning in preliminary and summative formative activities of final formative projects. Adoption: in low frequency for ISC student learning, and proposed alternative of interest for future higher education. |
In this study, a survey and interview model was used to determine the usefulness of this constructivist learning tool. In addition to the activity developed by the students documenting a story about a topic addressed. The learning obtained is satisfactory and the competence developed is reflected in the memory of the students. | |
| 6. Flipped Learning |
Strategies: technical reports, essays, diagrams, conceptual and mental maps represented with didactic tools and virtual educational platforms requested as a pre-class for discussion and application during the class. This strategy is contemplated for the preliminary formative activities of the course. Adoption: in low frequency for ISC student learning, and proposed alternative of interest for future higher education. |
The realization of the requested activity through the inverted learning strategy did not reveal good motivation or participation, much less performance in the generation of competencies. This deduction of results applying the Flippen Learning strategy would not be the best learning alternative in the development of the activities by the students. However, when combined with a gamification tool such as Mentimeter, Kahoot or other, there would be relevant learning possibilities. |
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