Level-Up: un proceso de gamificación aplicado a la educación
DOI:
https://doi.org/10.5753/rbie.2025.5992Keywords:
Gamificación, Metodología activa aplicada a la educación, Compromiso estudiantilAbstract
La desmotivación estudiantil es un problema derivado de la inadecuación del modelo tradicional de enseñanza-aprendizaje frente a la nueva generación de estudiantes. La gamificación es una técnica que puede ayudar a enfrentar este problema. Sin embargo, es necesario formalizar el proceso de concepción de soluciones gamificadas para garantizar mejores resultados. Este trabajo presenta un proceso de diseño de soluciones basado en el Design Thinking y en el marco Octalysis. Se realizó un estudio de caso a partir de este proceso y se aplicó en un escenario real para validar el proceso propuesto.
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Derechos de autor 2025 André Luiz de Souza Brito, Charles Andryê Galvão Madeira

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.

