Gamification in secondary education: a teaching strategy to promote active and meaningful learning

Authors

DOI:

https://doi.org/10.71068/tpt0ht37

Keywords:

Gamification, Education, constructivism, school motivation, educational technologies, teacher training

Abstract

This article presents a systematic documentary review on the use of gamification as a pedagogical strategy in Latin American secondary education, with an emphasis on its constructivist foundation and its practical application in the classroom. Based on the analysis of eighteen recent academic sources, five analytical axes were identified: theoretical foundations, classroom experiences, technological tools, perceptions of educational stakeholders, and pedagogical challenges. The findings show that gamification, when applied in a planned manner and with a constructivist approach, improves motivation, participation, and the development of cognitive and digital skills in students. However, it is also noted that some proposals, although presented as innovative, reproduce behaviorist logics focused on reward and repetition. This tension reveals a weak appropriation of the principles of active learning in various school contexts. Finally, the paper reflects on the role of gamification in the transition to higher education, highlighting its potential to strengthen academic trajectories, provided it is implemented with a solid pedagogical foundation. It is concluded that gamification can be a transformative tool in secondary education, but its effectiveness depends on teacher training, didactic planning, and its coherent integration into the curriculum.

References

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Published

2025-06-14

How to Cite

Barragán Velasco, C. E., Romero Acosta, Y. J., Castillo Arteaga, M. E., & Guaranda Aguilar, N. N. (2025). Gamification in secondary education: a teaching strategy to promote active and meaningful learning. Scientific Connection International Journal, 2(3), 34-48. https://doi.org/10.71068/tpt0ht37

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