Ludificación y sus posibilidades en el entorno de blended learningrevisión documental

  1. Ángel Torres-Toukoumidis 1
  2. Luis Miguel Romero Rodríguez 2
  3. Amor Pérez Rodríguez 3
  1. 1 Universidad Politécnica Salesiana
    info

    Universidad Politécnica Salesiana

    Cuenca, Ecuador

    ROR https://ror.org/00f11af73

  2. 2 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

  3. 3 Universidad de Huelva
    info

    Universidad de Huelva

    Huelva, España

    ROR https://ror.org/03a1kt624

Revista:
RIED: revista iberoamericana de educación a distancia

ISSN: 1138-2783

Año de publicación: 2018

Título del ejemplar: La revolución del blended learning en la educación a distancia

Volumen: 21

Número: 1

Páginas: 95-111

Tipo: Artículo

DOI: 10.5944/RIED.21.1.18792 DIALNET GOOGLE SCHOLAR lock_openAcceso abierto editor

Otras publicaciones en: RIED: revista iberoamericana de educación a distancia

Objetivos de desarrollo sostenible

Resumen

La ludificación en el entorno de aprendizaje semipresencial constituye una innovación de alto impacto en las posibilidades de aprendizaje. Se considera que comparte aspectos con el blended learning, en relación con el aumento de la motivación y la optimización en la obtención de resultados respecto a una actividad para estimular el aprendizaje. En este sentido, este trabajo plantea un análisis de publicaciones en bases de datos internacionales en las que se aborda la cuestión de la ludificación en el entorno de blended learning. Para ello se realiza una revisión de literatura científica, aplicando la documentación como método para la sistematización. El estudio que se presenta analiza 34 aportaciones entre 2012 y 2017* indexadas en las bases de datos WOS y Scopus, utilizando una estrategia de búsqueda basada en cuatro criterios: público (destinatario), tópico, diseño metodológico y conclusiones principales. Los resultados demuestran que las publicaciones reseñadas se centran en estudiantes de educación superior, especialmente del ámbito de la ingeniería, exponen prototipos y modelos, y presentan diseños metodológicos en los que predomina el marco teórico-conceptual, seguido de estudios empírico cuantitativos. Se deduce, en consecuencia, entre otros aspectos, la necesidad de seguir impulsando la convergencia ente ludificación y blended learning, dado el efecto positivo que conlleva en relación con la motivación, retroalimentación y en la adquisición de competencias por parte de los estudiantes.

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