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October 11, 2025Education Sciences5 citationsOpen Access

Challenges of Innovation Through Gamification in the Classroom

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MDMagalí Denoni-BujánUniversidad de ZaragozaCMCelia MarcénUniversidad de ZaragozaAGAna Gracia GilUniversidad de Zaragoza

Key Points

  • Gamification enhances motivation and classroom atmosphere, making learning exciting and enjoyable for students.
  • Data analysis highlighted escape room-type games and digital boards as effective educational tools promoting active learning.
  • Participants noted conflict resolution and cooperative work as positive outcomes from gamification strategies in the classroom.
  • Lecturers found the efforts worthwhile, indicating significant benefits to student engagement and learning outcomes.

Abstract

The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the perspective of the various stakeholders involved. Using a qualitative methodology, data from an open-ended survey and the learning journals of 73 students were triangulated with the teaching journals of four lecturers. The category-based data analysis indicates that escape room-type games and digital boards are the most highly valued as innovative educational tools that promote active learning. Conflict resolution, cooperative work, and understanding of theoretical knowledge stood out as achieved objectives. The overall positive view, the classroom atmosphere of excitement and fun, and the impact on learning due to increased motivation were highlighted in participants’ opinions. From the lecturers’ perspective, the outcome is shown to be worthwhile in terms of effort and benefit.

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Cite This Study

Denoni-Buján et al. (2025) studied this question.

synapsesocial.com/papers/68e9b1d0ba7d64b6fc132c98https://doi.org/10.3390/educsci15101341
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