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Gamification and its possibilities in the blended learning environment: literature review

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ASOC IBEROAMERICANA EDUCACION SUPERIOR DISTANCIA
DOI: 10.5944/ried.21.1.18792

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teaching and training; technological education; educational game; learning; learning strategy; interaction; motivation

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The use of gamification in the blended learning environment constitutes an innovation that greatly impacts learning possibilities. It shares features with blended learning, such as an increase in motivation and the optimization of results with respect to an activity that stimulates learning. In this sense, this paper outlines an analysis of publications in international databases in which the subject of gamification is addressed within the blended learning environment. This scientific literature review has been prepared using documentation as a method of systematization. This research analyzes 34 contributions between 2012 and 2017* indexed in the WOS and Scopus databases, using a search strategy with four criteria: recipients, topic, methodological design and main conclusions. Results demonstrate that the documented publications are focused on higher education students, especially in the area of engineering, display prototypes and models and feature methodological designs, in which the conceptual-theoretical framework predominates, followed by empirical and quantitative research. Amongst other outcomes, this paper concludes that there is a need to continue boosting the convergence between gamification and blended learning, due to its positive effects related to motivation, feedback and the acquisition of competencies by students.

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