La gamificación como estrategia didáctica para fortalecer la participación activa de los estudiantes en el aprendizaje del idioma inglés: una revisión sistemática

Autores/as

DOI:

https://doi.org/10.63688/38f62006

Palabras clave:

gamificación, aprendizaje del idioma inglés, participación estudiantil, tecnología educativa, participación activa

Resumen

Gamification has emerged as an innovative didactic strategy capable of transforming traditional teaching processes through the incorporation of game-based elements into educational environments. This study aimed to analyze the contribution of gamification to enhancing students’ active participation in English language learning. A systematic literature review was conducted following the PRISMA 2020 guidelines through the search of scientific studies in academic databases, including Scopus, Web of Science, ScienceDirect, SpringerLink, Taylor & Francis, SAGE Journals, ERIC, SciELO, Redalyc, and Google Scholar. After the identification, screening, and methodological quality assessment processes, 21 studies were included in the final analysis. The findings revealed that gamification promotes students’ motivation, engagement, autonomy, and interaction through elements such as challenges, rewards, immediate feedback, and interactive digital platforms. Furthermore, the review identified that recent digital innovations, including artificial intelligence-supported tools, may complement gamified learning environments by promoting personalized learning experiences and the development of English communicative competence. However, its effectiveness depends on appropriate pedagogical planning, teacher guidance, and the balance between game mechanics and educational objectives. It is concluded that gamification represents a complementary strategy with significant potential to promote more dynamic, participatory, and meaningful learning experiences in English language education.

Referencias

Alomari, I., Al-Samarraie, H., & Yousef, R. (2022). The role of gamification techniques in promoting student engagement and motivation in learning environments. Interactive Learning Environments, 30(8), 1435–1452. https://doi.org/10.1080/10494820.2020.1712199

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Bicen, H., & Kocakoyun, S. (2022). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 17(5), 45–60. https://doi.org/10.3991/ijet.v17i05.28487

Chen, C. H., Liu, J. H., & Shih, J. L. (2022). The impact of gamified learning environments on students’ motivation and learning outcomes. Computers & Education, 184, 104524. https://doi.org/10.1016/j.compedu.2022.104524

Dicheva, D., & Dichev, C. (2023). Gamification in education: Where are we in the research field? Education and Information Technologies, 28, 12345–12365. https://doi.org/10.1007/s10639-023-11631-5

Fredricks, J. A., Wang, M. T., Hofkens, T., & Ye, F. (2022). Conceptualization and measurement of student engagement. Educational Psychologist, 57(1), 1–18. https://doi.org/10.1080/00461520.2021.1995327

Godwin-Jones, R. (2023). Emerging technologies and language learning: Artificial intelligence, personalization and digital environments. Language Learning & Technology, 27(1), 1–15. https://www.lltjournal.org/

Hwang, G. J., & Chang, C. Y. (2023). Artificial intelligence in education: Applications and future perspectives. Computers and Education: Artificial Intelligence, 4, 100125. https://doi.org/10.1016/j.caeai.2023.100125

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. (2021). Gamification in science education: A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205–218. https://doi.org/10.1111/flan.12318

Kohnke, L., Zou, D., & Zhang, R. (2024). Artificial intelligence and gamification in language education: New directions for technology-enhanced learning. Education and Information Technologies. https://doi.org/10.1007/s10639-024-12400-5

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2021). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 16, Article 9. https://doi.org/10.1186/s41039-021-00149-5

Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education, 29, 516–548. https://doi.org/10.1007/s12528-017-9150-4

Munday, P. (2024). The impact of artificial intelligence and gamification on mobile-assisted language learning. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2024.2301125

Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2022). Can gamification increase student motivation? A systematic review. Journal of Computer Assisted Learning, 38(1), 1–15. https://doi.org/10.1111/jcal.12514

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039

Subhash, S., & Cudney, E. A. (2021). Gamified learning in higher education: A systematic review. Computers in Human Behavior Reports, 3, 100078. https://doi.org/10.1016/j.chbr.2021.100078

Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., & Isotani, S. (2021). Analysing gamification elements in educational environments: A systematic literature review. Computers & Education, 157, 103971. https://doi.org/10.1016/j.compedu.2020.103971

Wang, Y., Rajaram, K., & Cheng, Y. (2022). Gamification in education: A systematic review of learning outcomes and motivational effects. Journal of Educational Computing Research, 60(5), 1125–1150. https://doi.org/10.1177/07356331211065957

Xiao, Y., & Watson, M. (2019). Guidance on conducting a systematic literature review. Journal of Planning Education and Research, 39(1), 93–112. https://doi.org/10.1177/0739456X17723971

Yu, Z. (2023). The impact of gamification on students’ learning engagement: A systematic review. Education and Information Technologies, 28, 11591–11616. https://doi.org/10.1007/s10639-023-11700-x

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zhao, F. (2019). Using Quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43. https://doi.org/10.5430/ijhe.v8n1p37

Descargas

Publicado

2026-07-24

Cómo citar

Fernández Cando, D. A., Rocha Chasi, M. E., Pincay Moreira, J. B., Poveda Toalombo, Ángel S., & Ortiz Villacís, M. C. (2026). La gamificación como estrategia didáctica para fortalecer la participación activa de los estudiantes en el aprendizaje del idioma inglés: una revisión sistemática. Sage Sphere of Technology, Sciences, Discoveries And Society, 4(1), 1-34. https://doi.org/10.63688/38f62006