Digital tools for learning gamification in technological higher education: a literature review
Herramientas digitales y gamificación en educación superior tecnológica: una revisión bibliográfica
DOI:
https://doi.org/10.33936/cognosis.v11i3.8511Abstract
This study analyzed the digital tools used in learning gamification processes within technological higher education, considering their main pedagogical benefits, limitations, and research trends reported in recent scientific literature. The research was conducted using a qualitative approach with a descriptive-analytical scope. To achieve this, a narrative literature review was carried out based on the collection and analysis of scientific articles published between 2019 and 2026. The consulted sources were obtained from indexed databases such as Scopus, Web of Science, SciELO, Redalyc, and Google Scholar. The selection of documents was conducted through inclusion and exclusion criteria, taking into account key aspects such as thematic relevance to the research topic, the educational context addressed, and the scientific quality of the publications. As a result of this process, 24 studies were selected for documentary analysis. The findings revealed a wide presence of digital tools focused on interactive assessment, collaborative learning, and immediate feedback. Among the most frequently used platforms are Kahoot!, Quizizz, Genially, Quizlet, and various Learning Management Systems (LMS) that incorporate gamification elements. Furthermore, the reviewed studies indicated that gamification significantly enhances student motivation, active participation, and engagement, while also promoting the development of digital competencies in higher education. However, limitations were also identified, including the digital divide, technological infrastructure constraints, insufficient teacher training, and institutional resistance to innovative methodologies. In conclusion, gamified digital tools represent a pedagogical alternative with considerable potential to strengthen teaching and learning processes in technological higher education. Nevertheless, for these strategies to achieve meaningful results, their implementation must be supported by adequate planning, sufficient technological resources, and the commitment of educational institutions to fostering innovative practices.
KEYWORDS: Gamification; digital tools; higher education; educational technology; active learning.
Downloads
References
Alhasan, K., Alhasan, K., & Alhashimi, S. (2025). Optimizing Gamification Adoption in Higher Education: An In-Depth Qualitative Case Study Applying the UTAUT Framework. International Journal of Game-Based Learning, 15(1). https://doi.org/10.4018/IJGBL.372068
Alnuaim, A. (2024). The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial. JMIR Serious Games, 12, e52017–e52017. https://doi.org/10.2196/52017
Alonso, J. A., Alonso, J., & Santana, E. (2025). Gamification in Higher Education: A Case Study in Educational Sciences. TechTrends, 69(3), 507–518. https://doi.org/10.1007/s11528-025-01056-2
Bonilla Mendoza, S. O., Ruedas Ruedas, J., & Bonilla Mendoza, A. A. B. M. (2024). Propuesta de Innovación Tecnológica aplicando herramientas de la Gamificación en Matemática. Ciencia Latina Revista Científica Multidisciplinar, 7(6). https://doi.org/10.37811/cl_rcm.v7i6.9337
Concepción, D. N., González, E., García-Prado, R. A., & Miño-Valdés, J. E. (2019). Metodología de la investigación: Origen y construcción de una tesis doctoral. Revista Científica de La UCSA, 6(1). https://doi.org/10.18004/ucsa/2409-8752/2019.006(01)076-087
Cordero Pincay, L. F., López Farías, C. J., Marcelo Yarleque, F. M., Del Pezo Del Pezo, E., & Jiménez Belmont, P. F. (2024). Gamificación en educación superior como herramienta tecnológica en el proceso de aprendizaje. LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, 5(4). https://doi.org/10.56712/latam.v5i4.2290
Cruz, H. I. G. (2024). Impacto de las herramientas digitales y la capacitación en los docentes de la Universidad Tamaulipeca durante 2020-2021. Brazilian Journal of Development, 10(2). https://doi.org/10.34117/bjdv10n2-045
Dewi, F., Elfiyanto, S., & Schams, W. (2025). A Literature-Based Exploration of Innovative Strategies to Improve English Language Skills in Higher Education. IJORER : International Journal of Recent Educational Research, 6(3), 789–803. https://doi.org/10.46245/ijorer.v6i3.785
Erraez Solano, L. M., Cuenca Ullaguari, J. D., Mora Jiménez, T. E., Chanchay Bazante, J. N., Siza Vistin, A. T., & Merchán Mendieta, R. A. (2025). El impacto de las herramientas digitales en el proceso de enseñanza – aprendizaje de los estudiantes. Religación, 10(46). https://doi.org/10.46652/rgn.v10i46.1443
Fuentes Cabrera, C. J., Tapia Zurita, O. G., & Quimbita Zapata, W. E. (2024). Gamificación en la enseñanza: Uso de herramientas digitales para promover aprendizajes significativos. Código Científico Revista de Investigación, 5(2). https://doi.org/10.55813/gaea/ccri/v5/n2/591
Hernández Sampieri, R., Fernández Collado, C., & Baptista Lucio, M. P. (2014). Metodología de la investigación (6.ª ed.). McGraw-Hill Education.
Hmoud, A. Y. R., Salah, O. H., & Altalib, R. A. H. (2024). The adoption of gamification in higher education and its impact on academic performance: empirical evidence from Jordan and Palestine. Cogent Education, 11(1). https://doi.org/10.1080/2331186X.2024.2428907
Irwanto, I., Wahyudiati, D., Saputro, A. D., & Laksana, S. D. (2023). Research Trends and Applications of Gamification in Higher Education: A Bibliometric Analysis Spanning 2013–2022. International Journal of Emerging Technologies in Learning, 18(5), 19–41. https://doi.org/10.3991/ijet.v18i05.37021
Ivarson, E., Erlandsson, V., Faraon, M., & Khatib, S. (2025). Augmented reality and gamification in higher education: Designing mobile interaction to enhance students’ motivation and learning. E-Learning and Digital Media, 22(6), 571–590. https://doi.org/10.1177/20427530241239981
Khaldi, A., Bouzidi, R., y Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10(1), 1–23. https://doi.org/10.1186/s40561-023-00227-z
Lainez Barzola, N. M., Ruiz del Barco, M. de L., Soriano Roca, M. I., Montalván Gálvez, K. E., y Eras Delgado, S. P. (2025). La gamificación aplicada en la educación básica superior en la provincia de Santa Elena. Ciencia y Reflexión, 4(1), 2044–2056. https://doi.org/10.70747/cr.v4i1.226
López-Verdugo, I., Ridao, P., & Reina-Flores, C. (2023). La gamificación en Educación Superior: una comparativa entre escenarios de aprendizaje presencial y virtual. Magister, 35. https://doi.org/10.17811/msg.35.1.2023.7-16
Loureiro, S. M. C., Bilro, R. G., y Angelino, F. J. de A. (2021). Virtual reality and gamification in marketing higher education: A review and research agenda. Spanish Journal of Marketing–ESIC, 25(2), 179–216. https://doi.org/10.1108/SJME-01-2020-0013
Ojeda-Lara, O. G., & Zaldívar-Acosta, M. del S. (2023). Gamificación como Metodología Innovadora para Estudiantes de Educación Superior. Revista Docentes 2.0, 16(1). https://doi.org/10.37843/rted.v16i1.332
Oksana, H., Kateryna, K., Iryna, D., Olena, B., & Neonila, K. (2022). Problems and Prospects of Formation of Digital Competence of Future Scientific and Pedagogical Workers of Higher Education Institutions Through Gamification: Opportunities Kahoot, Quizlet in the European Union. Journal of Curriculum and Teaching, 11(4), 108–119. https://doi.org/10.5430/jct.v11n4p108
Ortega, A. del C., Romero, T. V., Santacruz, R. M., Cabrera, P. E., Simaluisa, S. A., & Ortega, B. de la N. (2025). La gamificación como estrategia didáctica para la enseñanza de la gramática del español. South Florida Journal of Development, 6(9), e5808. https://doi.org/10.46932/sfjdv6n9-028
Pegalajar, M. C. (2021). Implications of gamification in higher education: A systematic review of student perception. Revista de Investigación Educativa, 39(1), 169–188. https://doi.org/10.6018/rie.419481
Prieto Andreu, J. M. (2020). Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. Teoría de La Educación. Revista Interuniversitaria, 32(1). https://doi.org/10.14201/teri.20625
Rodríguez Calapiña, W. M., Enríquez Colimba, L. L., Jiménez Pillajo, B. N., y Cabrera Lituma, E. A. (2025). Innovación pedagógica con tecnologías digitales y gamificación para potenciar el aprendizaje significativo en Matemáticas, Física y Química en la educación superior. Revista Social Fronteriza, 5(3). https://doi.org/10.59814/resofro.2025.5(3)731
Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1). https://doi.org/10.1007/s10648-019-09498-w
Valera Hernández, J., Villa Fajardo, M. R., & Barraza López, A. (2024). herramientas digitales basadas en gamificación e IA. Revista Desafíos Educativos, 15.
Viera Pérez, D. S., Flores Zambrano, I. V., Plúas Llamuca, G. G., Andaluz Aman, O. V., & Ortiz Taco Llamuca, M. G. (2025). Uso de herramientas digitales y recursos tecnológicos en la enseñanza universitaria. E-Revista Multidisciplinaria Del Saber. https://doi.org/10.61286/e-rms.v3i.275
Buckley, P., y Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263
Published
Issue
Section
License
Copyright (c) 2026 KATTY LOURDES MONCERRATE GILER, Hishochy

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
https://orcid.org/0000-0001-7476-1978

