Gamification and academic motivation in learning processes

  • Guadalupe Elizabeth Encalada-Ruiz Universidad César Vallejo, Piura, Piura, Perú
  • Delia Consuegra Universidad de Panamá, Panamá, Panamá, Panamá
  • Raiza Rossibel Mosquera-Vera Ministerio de Educación, Guayas, Guayaquil, Ecuador
  • Gloria Cunia-Huaman Universidad Cesar Vallejo, Piura, Piura, Perú
Keywords: Gamification, academic motivation, learning processes, interest, holistic development, (UNESCO Thesaurus)

Abstract

This study focused on analyzing gamification and academic motivation in learning processes. In terms of methodology, the research was conducted using a qualitative approach through a documentary study, employing a literature review and content analysis as techniques, which were complemented by adherence to the PRISMA statement; 15 articles were selected for analysis. In addition, instruments such as data collection forms and analysis matrices were employed. As a result, aspects such as a social and emotional environment, engagement, motivation, academic success, and the development of critical thinking, among others, emerged as key factors that reinforced the approach to the topic. In conclusion, it was found that gamification constitutes a motivational strategy whose approach sparks learners’ interest in learning across various fields of knowledge.

Downloads

Download data is not yet available.

Author Biographies

Guadalupe Elizabeth Encalada-Ruiz, Universidad César Vallejo, Piura, Piura, Perú
Delia Consuegra, Universidad de Panamá, Panamá, Panamá, Panamá
Raiza Rossibel Mosquera-Vera, Ministerio de Educación, Guayas, Guayaquil, Ecuador
Gloria Cunia-Huaman, Universidad Cesar Vallejo, Piura, Piura, Perú

References

Algburi, A. H., Almekhlafi, A. G., & Jarrah, A. M. (2026). Transforming mathematics education through gamification: A study on motivation and learning among UAE sixth graders. Contemporary Educational Technology, 18(1), ep630, pp.1-18. Disponible en: https://n9.cl/u1jie2

Amjad, A. I., Akhter, S., Irshad, S., Khasawneh, M. A. S., & Alribdi, N. I. (2026). Integrating affective factors in inclusive education: Teachers' perceptions of gamification, empathy, attitudes, and students' academic motivation. Acta Psychologica, 270, 107633, pp. 1-13. Disponible en: https://n9.cl/w5i06

Balcázar Gallo, Jorsi Ericson Joel, Alva Reyes, Luis Alberto, Flores Moscol, Fredy Julio, & Chamoli Falcón, Andy Williams. (2026). La gamificación como motivación en el aprendizaje universitario: una revisión sistemática. Revista InveCom, 6(3), e603018, pp. 1-10. Disponible en: https://n9.cl/71jg0m

Chumacero, L., Mendoza, E., Mendoza, A., Morán, M., Olvera, L., Patiño, L. & Carbajal, L. (2024). Use of Information and Communication Technologies in reading comprehension: a systematic review. Migration Letters, 21(S6), pp. 1889–1902. Disponible en: https://n9.cl/dnqvb6

Flores Asqui, Percy Rene, Acero Apaza, Ines Miryam, Trujillo Medrano, Betty, Quispe Salazar, Marcelino Abundio, & Atencio Mendoza, Claudia María Ricardina. (2024). Estrategias tecnológicas para la gamificación en la enseñanza. Aula Virtual, 5(12), e317, pp.1-15. Disponible en: https://n9.cl/b3gx2a

Isea, J., Gutiérrez, T., Miranda, M. & Zavala, J. (2026). Academic innovation and university sustainability in the con-text of emerging technologies. Revista Conrado, 21(107), e4903. Disponible en: https://n9.cl/5tvtr

Isea, J., Infante, M., Lizcano, C. & Aldana J. (2025). Digital observatories in public service: the role of the university in social transformation. Revista Conrado, 21(1), e5046. Disponible en: https://n9.cl/sd3bg

Jiménez Carpio, Patricio Neptario, Ordóñez Orellana, Piedad Eugenia, & Avello-Martínez, Raidell. (2024). La gamificación en la Educación Secundaria: Estrategia Innovadora para Fomentar la Motivación de Estudiantes. Emerging trends in education (México, Villahermosa), 6(12), pp. 92-104. Disponible en: https://n9.cl/4x0v6r

Mendoza-Vega, A. J. (2025). Los programas de gamificación en la educación. Revisión sistemática. EPISTEME KOINONIA, 8(16), pp. 209–226. Disponible en: https://n9.cl/slidqi

Papadakis, S., Karaköse, T., Yirci, R., Tülübaş, T., & Demir, I. (2026). From Gamification to Student Achievement: A Longitudinal Conceptual Structure Analysis of a Research Field. Computers, 15(4), 242, pp.1-23. Disponible en: https://n9.cl/kbs7r

Quispe, María del Carmen Huamaní, & Vilca, Carlos Sixto Vega. (2023). Efectos de la gamificación en la motivación y el aprendizaje. Horizontes Revista de Investigación en Ciencias de la Educación, 7(29), pp. 1399-1410. Disponible en: https://n9.cl/v3r2g

Rosas-Fuentes, Deybi, Rosas-Fuentes, Fidel, & Huisa-Bustamante, Royer O. (2026). Gamificación educativa en la enseñanza-aprendizaje universitaria: una revisión de literatura sobre innovación y motivación académica. Revista Espacios, 47(1), pp. 306-320. Disponible en: https://n9.cl/e83dk

Saavedra-Robles, L. C. (2026). La gamificación y el compromiso en la educación superior virtual. Revisión sistemática. EPISTEME KOINONIA, 9(18), pp. 66–81. Disponible en: https://n9.cl/qgp63

Sari, R. P., Fudzee, M. F. M., Witarsyah, D., Kasim, S., Arshad, M. S., & Gusman, T. (2026). Exploring the Impact of Gamification Elements in Learning Management Systems on Intrinsic and Extrinsic Student Motivation: A Systematic Literature Review. JOIV: International Journal on Informatics Visualization, 10(1), pp. 321-334. Disponible en: https://n9.cl/lutrg4

Si, C. E., Karuppiah, N., Mahindran, N. K., & Lim, K. C. (2026, May). Impact of gamification on student motivation: a gender-based moderation analysis. In Frontiers in Education (Vol. 11, p. 1823062), pp. 1-16. Disponible en: https://n9.cl/qf0djh
Published
2026-07-01
Section
De Investigación