Cómo Evitar Efectos Negativos al Gamificar en EducaciónRevisión Panorámica y Aproximación Heurística hacia un Modelo Instruccional

  1. Prieto-Andreu, Joel Manuel 1
  1. 1 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

Revue:
REMIE: Multidisciplinary Journal of Educational Research

ISSN: 2014-2862

Année de publication: 2024

Titre de la publication: Junio

Volumen: 14

Número: 2

Pages: 244-266

Type: Article

DOI: 10.17583/REMIE.11765 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

D'autres publications dans: REMIE: Multidisciplinary Journal of Educational Research

Résumé

Gamification studies in education have focused on exploring the positive effects, however, there are concerns related to neutral, mixed and negative effects, which must necessarily be addressed if an instructional model is to be designed. Due to the lack of adequate instructions to plan and implement gamification in a learning context, a model focused on the quality of the gamified system design is proposed, aimed at the process and an implementation of ethical and pedagogical gamification. It is intended to make known which are the gamification elements that have been most frequently reported as causing adverse effects in education, with the aim of guiding the instructional design of gamified experiences. In this review, the heuristic method known as "IDEAL" has been followed, as well as the protocols of the "PRISMA-ScR" statement for panoramic reviews. Theories, models and approaches of gamification in education are pointed out; The negative effects of gamification in education are discussed: effect of novelty in gamification mechanics and dynamics, collaborative vs competitive learning environments, duration of the gamified process, overjustification effect and dependence on gamification elements; and the design of an instructional model to gamify in education is presented.

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