The use of game-based technological tools represents an alternative pedagogical practice to enhance the teaching-learning process in higher education. Teachers should employ innovative strategies that foster active, meaningful, and interactive learning in the classroom. This research aims to determine whether the implementation of digital resources based on gamification—Genially, Nearpod, Educaplay, and Quizizz—improves students' evaluation of learning (in terms of knowledge acquisition, teacher training, and motivation) in both face-to-face and online courses across various social science disciplines in higher education. A pre-experimental design was used with pre- and post-intervention measurements conducted over four months (n=345). The results show a positive impact on self-perceived learning following this didactic intervention, indicating that students evaluate their learning positively and meaningfully regarding knowledge acquisition, teacher training, and motivation. This study contributes to science and research by presenting a practical proposal that demonstrates the suitability and effectiveness of these technological tools and gamification methodology, promoting active learning and improving student performance and motivation in higher education.
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Candel et al. (2026) studied this question.
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