Luis Miguel Romero Rodríguez
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Ludificación y sus posibilidades en el entorno de blended learning:

Revisión documental

Gamification in Blended Learning: A Systematic Review of Educational Impact

What is it?

This article explains how gamification, when combined with blended learning, enhances student motivation, feedback, and skill acquisition. According to Torres-Toukoumidis, Romero-Rodríguez, and Pérez-Rodríguez, integrating game elements into semi-presential learning environments stimulates educational engagement and outcomes.

Why is it important?

The main findings indicate that 88% of reviewed studies report positive impacts of gamification on motivation and collaborative learning. Higher education—especially in engineering—is the primary focus, but the approach shows promise across all educational levels.

How is it applied?

Educators can apply gamification to blended learning using frameworks based on motivational theory, such as intrinsic vs. extrinsic motivation. Typical strategies include points, badges, leaderboards (PBL), challenges, and collaborative missions.


Research Scope and Methodology

The study analyzes 34 scientific publications from 2012 to 2017 indexed in Scopus and Web of Science. The literature was classified using four key criteria:

  • Target audience

  • Main topics

  • Methodological design

  • Conclusions

Most studies were empirical, combining quantitative and mixed methods, with university students as the primary subjects.


Key Insights and Educational Levels

Who is it for?

  • 67% focused on higher education

  • 38% were specific to engineering

  • 15% addressed secondary education

  • Only 3% targeted teacher training, revealing a research gap


Topics and Objectives

  • 47% developed prototypes and gamified learning methods

  • 29% focused on comparative studies, highlighting differences in instructional design

  • 23% explored specific issues like motivation and subject-specific skills


Methodological Trends

  • 38% used theoretical frameworks

  • 32% applied quantitative empirical methods

  • 21% combined qualitative and quantitative approaches

  • Main tools: surveys, observation, and control groups


Positive Outcomes and Challenges

Positive effects included:

  • Enhanced student motivation (44%)

  • Improved feedback and collaboration (26%)

  • Boosted competency development (18%)

Challenges:

  • 12% of studies found limited benefits or called for more research

  • Only one study saw gamification as an obstacle, emphasizing context-specific implementation


FAQs

Is gamification effective in all learning contexts?
Most effective in higher education, especially STEM fields. Adaptation is needed for younger or diverse learner groups.

Does gamification improve grades?
Yes, when applied with purpose and pedagogical alignment. It increases engagement, which correlates with better outcomes.

What is missing in current research?
There’s a lack of empirical studies on gamification for teacher training, and a need for more structured models in blended learning.


Final Thoughts

This systematic review confirms that gamification enhances the blended learning experience, especially by boosting motivation and active participation. However, more empirical research is needed—particularly in educator preparation and multidisciplinary integration.

As the authors argue, game mechanics must be pedagogically meaningful and adapted to specific contexts. Done right, gamification can transform digital education from a passive task into an immersive journey.

Torres-Toukoumidis, A., Romero-Rodríguez, L. M., & Pérez-Rodríguez, A. (2017). Ludificación y sus posibilidades en el entorno de blended learning revisión documental. RIED: revista iberoamericana de educación a distancia, 21(1), 95-111. https://doi.org/10.5944/ried.21.1.18792

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