GAMIFICATION AS A PEDAGOGICAL TOOL: ENGAGING STUDENTS THROUGH GAME
DOI:
https://doi.org/10.56238/arev7n6-145Keywords:
School Motivation, Active Methodology, Educational Games, Teaching Strategies, Digital ResourcesAbstract
This article aimed to analyze how gamification can be used as a pedagogical tool to promote student engagement through game-like elements. The research addressed the incorporation of gamification as an active methodology, considering its impact on student motivation and teaching-learning processes. To this end, a bibliographical research was carried out based on a systematic review of academic productions published between 2018 and 2025, extracted from the SciELO, ERIC and Google Scholar databases. The results indicated that the planned application of mechanics such as points, badges, levels and narratives can enhance student participation, promote autonomy and improve academic performance. It was also found that the effectiveness of gamification depends on the articulation between playful resources and pedagogical objectives, teacher training and institutional support. The study also identified limitations associated with technological infrastructure, resistance from teachers and students, and the difficulty of integrating games into the curriculum. It is concluded that gamification, when implemented in a critical and guided manner, constitutes a relevant strategy for transforming the educational experience into a more interactive, motivating and student-centered process.
