The classroom is a dynamic space where active and exploratory methodologies, such as gamification, promote cooperation, critical thinking, motivation, and meaningful learning. Gamification, which uses game elements adapted to teaching, has shown advantages such as increased creativity, autonomy, and digital skills. Its application has been notable in Primary and Secondary Education, as well as in various university disciplines. However, debates persist about its potential and the tendency to prioritize numerical assessment over learning, generating skepticism in certain areas of higher education.
No takes yet. Share an insight, caveat, or question.
Rubén González Vallejo (2024) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: