Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
https://doi.org/10.62574/v993wg78
19
Gamification as a cross-cutting strategy to improve student motivation
and academic performance
Gamificación como estrategia transversal para mejorar motivación y
rendimiento académico estudiantil
José Luis Mendoza-Palma
jluismp_09@hotmail.com
Ministry of Education, Zone 4, District 13D02 Jaramijó, Manta, Montecristi, Manabí, Ecuador
https://orcid.org/0009-0000-4108-2960
Piedad Elizabeth Anchundia-Laas
piedadanchundialaas@gmail.com
Ministry of Education, Zone 4 23D01, Santo Domingo, Santo Domingo de los Tsáchilas, Ecuador
https://orcid.org/0009-0009-8939-5929
Gloria Marilú Intriago-Vélez
gloriavelin@outlook.es
Ministry of Education, Zone 4, District 13D02 Jaramijó, Manta, Montecristi, Manabí, Ecuador
https://orcid.org/0009-0004-3837-0493
Melina Virginia Demera-Moreira
melinadme23@gmail.com
Technical University of Manabí, Portoviejo, Manabí, Ecuador
https://orcid.org/0009-0009-5686-6851
ABSTRACT
Educational gamification has emerged as an innovative pedagogical strategy to address contemporary
challenges in student motivation and academic performance. The research objective is to analyse the
effectiveness of gamification in improving student motivation and academic performance. This study adopted
a qualitative approach based on a systematic review of specialised literature, analysing empirical research
published between 2021 and 2025 that evaluated gamified implementations in diverse educational contexts.
The results consistently demonstrate that the strategic integration of playful elements generates significant
improvements: 23% increases in higher education grades and 18% increases in basic education grades.
Gamification strengthens three key motivational components: perceived autonomy, academic competence,
and social connection, while reducing academic anxiety. Successful implementations require rigorous
instructional design, alignment with clear pedagogical objectives, and adaptability to diverse student profiles.
Therefore, gamification represents a valuable tool for contemporary pedagogical transformation.
Descriptors: pedagogical methods; motivation; teacher training. (Source: UNESCO Thesaurus).
RESUMEN
La gamificación educativa ha emergido como una estrategia pedagógica innovadora para abordar los
desafíos contemporáneos de motivación y rendimiento académico estudiantil. El objetivo de investigación
consiste en analizar la efectividad de la gamificación para mejorar la motivación y el rendimiento académico
estudiantil. Este estudio adoptó un enfoque cualitativo basado en revisión sistemática de literatura
especializada, analizando investigaciones empíricas publicadas entre 2021 y 2025 que evaluaron
implementaciones gamificadas en contextos educativos diversos. Los resultados demuestran
consistentemente que la integración estratégica de elementos lúdicos genera mejoras significativas:
incrementos del 23% en calificaciones de educación superior y 18% en educación básica. La gamificación
fortalece tres componentes motivacionales clave: autonomía percibida, competencia académica y conexión
social, mientras reduce la ansiedad académica. Las implementaciones exitosas requieren diseño
instruccional riguroso, alineación con objetivos pedagógicos claros y adaptabilidad a perfiles estudiantiles
diversos. Por tanto, la gamificación representa una herramienta valiosa para la transformación pedagógica
contemporánea.
Descriptores: métodos pedagógicos; motivación; preparación de profesores. (Fuente: Tesauro UNESCO).
Received: 08/07/2025. Reviewed: 12/07/2025. Approved: 09/08/2025. Published: 08/09/2025.
Research articles
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
20
INTRODUCTION
Contemporary education faces constant challenges in maintaining student
interest and optimising learning processes. Traditionally, pedagogical
methodologies have focused on expository approaches which, although effective
in certain contexts, have limitations in capturing the attention of digital
generations (Navarro-Mateos et al., 2021). In this landscape, gamification
emerges as an innovative alternative that integrates playful elements into formal
educational environments.
Several recent studies have documented the transformative potential of this
strategy. According to Cuenca-Córdova & Vivanco-Ureña (2025), the
implementation of game mechanics in formative assessments generates
measurable positive impacts on university academic performance. Similarly,
Fiestas-Mejía & Founes-Mendez (2023) demonstrate substantial improvements
in the performance of primary school students when gamified strategies are
applied systematically.
The relevance of this research lies in the need to understand how gamification
can be articulated as a cross-cutting strategy, transcending specific educational
levels to establish itself as a comprehensive methodology. Consequently, the
research objective is to analyse the effectiveness of gamification in improving
student motivation and academic performance.
Theoretical references
Educational gamification represents an emerging pedagogical paradigm that
transcends the superficial application of playful elements in academic contexts,
constituting a transformative methodology that redefines the relationships
between educator, student, and knowledge. This methodological approach is
based on psychological, neurological, and didactic principles that form a complex
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
21
system of educational intervention, integrating cognitive, affective, social, and
metacognitive dimensions of comprehensive human development.
The contemporary conceptualisation of educational gamification is anchored in
the understanding of play as a fundamental human activity, recognising its
potential to generate meaningful, lasting and transferable learning. This
perspective goes beyond instrumentalist views that reduce gamification to the
mere incorporation of points, badges or rankings, embracing a systemic
understanding that recognises the complexity inherent in contemporary teaching-
learning processes.
As documented by Cuenca-Córdova & Vivanco-Ureña (2025), the integration of
gamified elements into formative assessment produces substantial
transformations in student academic performance, demonstrating that this
methodology constitutes a systemic approach capable of reformulating traditional
teaching-learning processes. Their research reveals that gamification not only
impacts quantitative performance indicators, but also qualitatively transforms the
educational experience, generating higher levels of student engagement,
persistence, and satisfaction.
The transformative dimension of educational gamification is manifested in its
ability to create learning ecosystems where intrinsic motivation is cultivated
through the careful design of experiences that respect student autonomy, provide
appropriate challenges, and facilitate the collaborative construction of knowledge.
This approach recognises that effective learning occurs when students become
active protagonists in their own education, taking on roles as researchers,
creators, and collaborators in meaningful communities of practice.
In this regard, Fiestas-Mejía & Founes-Mendez (2023) demonstrate that
strengthening gamified strategies in basic education not only optimises academic
performance but also develops cross-cutting skills essential for the knowledge
society, including critical thinking, effective collaboration, self-regulation of
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
22
learning, creativity, assertive communication, and the ability to adapt to changing
contexts.
Impact on academic performance
Recent research provides multifaceted evidence of the positive impact of
gamification on student academic performance, documenting improvements in
multiple dimensions of learning. As documented by Lima-Quinde et al. (2025),
gamified interventions generate significant improvements not only in traditional
quantitative grades, but also in complex qualitative indicators such as active class
participation, persistence in the face of academic difficulties, transfer of learning
to new problem contexts, development of metacognitive skills, and construction
of positive academic identities.
Longitudinal studies reveal that the positive effects of gamification on academic
performance are sustained over time when interventions are designed
systemically and implemented in a sustained manner. Students who participate
in well-designed gamified experiences demonstrate greater knowledge retention,
better application of concepts in novel situations, and superior development of
critical thinking skills compared to students in traditional educational settings.
The differential impact of gamification according to specific student
characteristics reveals that this methodology particularly benefits students with
academic motivation difficulties, students with kinesthetic or visual learning
styles, and students from disadvantaged socioeconomic backgrounds who find
opportunities for academic success in gamified environments that they might not
experience in traditional educational contexts.
Systematic reviews of the field
Through a comprehensive systematic review analysing more than two hundred
empirical studies, Prieto-Andreu et al. (2022) confirm the positive relationship
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
23
between gamification, student motivation and educational performance, although
they identify the need for greater methodological rigour in future research to
establish more definitive causal relationships. Their conclusions emphasise that
the positive effects of gamification are maximised when it is implemented in a
systematic and sustained manner, integrating organically with specific curricular
objectives, rather than being applied as a one-off or superficial intervention.
The meta-analysis reveals moderate to large effect sizes in variables such as
intrinsic motivation, student engagement, and satisfaction with the learning
experience, while the effects on academic performance measured through
standardised assessments show considerable variability depending on the
specific design of the gamified intervention.
For their part, Navarro-Mateos et al. (2021) document the state of gamification in
Spanish education through a systematic analysis of implementations at different
educational levels, identifying promising emerging trends and challenges that
require attention from researchers and practitioners. Their analysis reveals that
the most successful implementations integrate gamified elements with innovative
pedagogical methodologies such as project-based learning, flipped classrooms,
collaborative learning, and critical pedagogies that empower students as co-
constructors of their educational experience.
Minecraft Education as a paradigm
In a comprehensive systematic review analysing more than fifty empirical studies,
Lardín et al. (2023) analyse the use of Minecraft Education as an educational
gamification tool, identifying its unique potential for developing STEM skills,
creativity, interpersonal collaboration, spatial thinking, complex problem solving,
and responsible digital citizenship. The platform provides immersive three-
dimensional environments where students build, experiment, collaborate
authentically, and participate in simulations that transform abstract concepts into
concrete, manipulable, and meaningful experiences.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
24
Research documents that Minecraft Education facilitates the learning of complex
mathematical concepts through the construction of geometric structures, the
exploration of proportions and scales, and the solving of problems that require
precise calculation and measurement. In science, the platform allows for the
creation of ecosystem models, simulations of physical phenomena, and virtual
experiments that complement traditional laboratory experiences.
The collaborative dimension of Minecraft Education emerges when students work
on collective construction projects that require coordinated planning, division of
labour, effective communication, and collaborative conflict resolution. These
experiences develop social and leadership skills that transcend the digital
context, preparing students for effective collaboration in future professional
contexts.
Virtual strategies for logical-mathematical thinking
Through a rapid but comprehensive review of the emerging specialised literature,
Pazmiño-Arcos et al. (2024) document the development and evaluation of
gamified virtual strategies specifically designed to strengthen students' logical-
mathematical thinking at different educational levels. Their results indicate that
gamified digital tools provide unique opportunities for the interactive visualisation
of abstract mathematical concepts, the dynamic exploration of complex numerical
relationships, the development of diversified problem-solving strategies, and the
progressive construction of solid mathematical intuitions.
Effective virtual applications for the development of logical-mathematical thinking
include visual programming environments where students create algorithms to
solve mathematical problems, simulators of physical phenomena that require
mathematical modelling, strategy games that develop logical reasoning, and
visualisation platforms that allow interactive manipulation of abstract
mathematical objects.
Virtual and augmented reality in education
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
25
Virtual and augmented reality technologies are emerging as powerful tools for
creating immersive gamified experiences that transcend the limitations of
traditional educational environments. These technologies enable the creation of
virtual worlds where students can explore historical civilisations, manipulate
molecules at the atomic scale, travel through the solar system, or participate in
laboratory simulations that would be impossible or dangerous in the real world.
Augmented reality superimposes digital information onto the real world, creating
hybrid experiences where students can interact with virtual objects in real
contexts, solve treasure hunts that combine physical exploration with digital
problem solving, and participate in collaborative experiences that connect
physical and virtual spaces in innovative ways.
Gamification in early childhood education
With regard to teaching strategies in early childhood education, Montaño &
Enríquez (2022) emphasise the critical importance of adapting gamified
strategies to the specific developmental characteristics of different age groups,
recognising that the cognitive, emotional, and social development of young
children requires specialised pedagogical approaches that respect their unique
developmental needs. In early childhood education, gamification should prioritise
rich sensory elements that stimulate multiple perceptual modalities, immersive
narratives that connect with children's imaginations, and opportunities for free
exploration that respect the natural patterns of cognitive and socio-emotional
development characteristic of this fundamental stage.
Effective gamified strategies for early childhood education include construction
activities that develop fine motor skills and spatial thinking, role-playing games
that foster socio-emotional development and understanding of others'
perspectives, artistic activities that stimulate creativity and personal expression,
and sensory explorations that connect abstract learning with concrete and
meaningful experiences.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
26
The design of gamified experiences for early childhood education must carefully
consider the duration of activities, avoiding overstimulation that can lead to
cognitive fatigue, incorporating smooth transitions between different types of
activities, and providing multiple opportunities for physical movement, which is
essential for the comprehensive development of young children.
Video games and preschool development
From a specific preschool development perspective, Ramírez-Benavides (2024)
examines the strategic use of educational video games for the development of
logical-mathematical thinking in preschool students, identifying specific design
principles that optimise early learning without compromising healthy
development. Research reveals that well-designed educational video games can
serve as effective mediators for the construction of fundamental mathematical
concepts, providing visual and manipulable representations of abstract ideas that
are accessible to developing minds.
Effective video games for preschool development incorporate simple and intuitive
game mechanics that do not require complex motor skills, provide immediate and
positive feedback that reinforces learning, include narrative elements that
connect with children's interests, and allow for repetition without monotony
through gradual variations in difficulty and context.
Comprehensive analysis of contemporary implementations
Through a comprehensive analysis of the current state of the art, examining more
than three hundred documented implementations in different educational
contexts, Márquez-Ramírez & Angulo-Armenta (2024) provide a
comprehensive perspective on gamification in contemporary teaching practices,
identifying both established achievements that demonstrate the effectiveness of
these methodologies and challenges that remain to be resolved and require
urgent research and practical attention. Their analysis reveals that the successful
implementation of gamified strategies requires specialised and sustained teacher
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
27
training, committed and long-term institutional support, systematic evaluation of
educational outcomes using multiple metrics, and an organisational culture that
values pedagogical innovation and calculated educational risk.
Emerging trends identified include the integration of artificial intelligence for
adaptive personalisation of learning experiences, the use of learning analytics to
optimise the design of gamified mechanics, the incorporation of mixed reality
elements that combine physical and virtual spaces, and the development of
teaching communities of practice that share resources and implementation
strategies.
METHOD
This study adopted a qualitative approach based on a systematic review of
specialised literature. The methodological strategy comprised a critical analysis
of recent scientific publications, prioritising empirical research that evaluated
gamification implementations in diverse educational contexts.
The bibliographic selection criteria included: studies published between 2021 and
2025, research that addressed educational gamification as the main variable,
quantitative or mixed methodologies that presented data on academic
performance or student motivation, and publications in Spanish that allowed for
contextualised analysis for Ibero-American realities.
Information collection was structured using analytical matrices that categorised
variables such as educational level, type of gamification implemented, evaluation
metrics used, and results obtained. Subsequently, a comparative analysis was
performed to identify recurring patterns and emerging trends in the application of
gamified strategies.
RESULTS
The research analysed consistently demonstrates that gamification generates
significant improvements in student performance. Lima-Quinde et al. (2025)
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
28
report average increases of 23% in higher education student grades when point
systems, levels, and virtual rewards are implemented. These results remain
stable regardless of academic discipline, suggesting that effectiveness
transcends specific areas of knowledge.
In basic education contexts, Fiestas-Mejía & Founes-Mendez (2023) document
18% improvements in standardised assessments when curriculum content is
presented through playful mechanics. In particular, mathematics and science
show the greatest increases, possibly due to the structured nature of these
disciplines, which facilitates the implementation of progressive elements
characteristic of games.
The data suggests that the impact on academic performance is directly related to
the duration of the gamified intervention. Short-term implementations (less than
four weeks) show more modest effects, while those that extend over entire
academic terms generate more profound and lasting transformations in learning
outcomes.
Significantly, improvements in performance are not limited to traditional
quantitative metrics. Studies reveal parallel increases in cross-cutting skills such
as critical thinking, collaborative problem solving, and applied creativity. This
multidimensionality of impact suggests that gamification activates complex
cognitive processes that transcend superficial memorisation.
Transformation of student motivation
The motivational dimension is the most significant aspect of educational
gamification. Prieto-Andreu et al. (2022) identify three motivational components
that are consistently strengthened: perceived autonomy, academic competence,
and social connection. Students report greater control over their learning process
when they can choose paths of progress, set personalised goals, and visualise
progress through immediate feedback systems.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
29
Similarly, Márquez-Ramírez & Angulo-Armenta (2024) highlight that gamification
significantly reduces academic anxiety, particularly in assessments. The "second
chance" and incremental progress mechanisms characteristic of games allow
students to perceive mistakes as learning opportunities rather than definitive
failures.
Intrinsic motivation undergoes particularly notable transformations when gamified
elements align with students' personal interests. Thematic narratives that connect
academic content with individual passions generate higher levels of engagement
than generic implementations. This motivational personalisation suggests the
importance of considering individual psychological profiles in the design of
gamified experiences.
Longitudinal studies reveal that motivational effects tend to experience cyclical
fluctuations. Initial motivation may decrease during intermediate periods of
implementation, requiring renewal and diversification of playful elements to
maintain student interest. This temporal variability highlights the need to design
adaptive and evolutionary gamified systems.
Technological implementation and digital resources
Technological integration is a fundamental component for the success of gamified
strategies. Lardín et al. (2023) specifically analyse the use of Minecraft
Education, demonstrating that specialised gamified platforms generate greater
engagement than superficial adaptations of playful elements in traditional
environments.
Complementarily, Pazmiño-Arcos et al. (2024) evaluate virtual strategies for the
development of logical-mathematical thinking, finding that digital gamification
facilitates the personalisation of learning and allows automatic adaptation to
different student paces. These gamified virtual environments offer advantages
such as detailed progress tracking, algorithmic adaptability, and institutional
scalability.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
30
Educational analytics is emerging as a differentiating component of successful
technological implementations. Digital gamified systems can capture granular
data on learning behaviours, interaction patterns, and individual preferences.
This information allows for continuous optimisation of the educational experience,
identifying elements that require adjustment or modification.
However, the digital divide is a significant limiting factor. Disparities in
technological access and digital skills can amplify existing educational
inequalities, particularly in disadvantaged socio-economic contexts. This reality
underscores the importance of developing gamified alternatives that do not rely
exclusively on advanced technology.
Demographic and cultural factors
Demographic analyses reveal substantial variations in the effectiveness of
gamified strategies according to specific population characteristics. Gender
differences show interesting patterns: while female students respond favourably
to collaborative and narrative elements, male students tend to prefer competitive
and individual achievement mechanics.
Age is another significant moderating variable. Younger students (primary
education) show more immediate and enthusiastic responses to gamified
elements, while older students require more sophisticated implementations that
respect their autonomy and cognitive maturity.
Cultural considerations are an often underestimated aspect in the reviewed
literature. Gamified elements that work effectively in Western contexts may
generate resistance or confusion in cultures with different relationships to
competitiveness, hierarchy, and individual expression. This cultural variability
suggests the need for specific contextual adaptations.
Challenges and limitations identified
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
31
Despite the positive results, the research also reveals significant challenges.
Navarro-Mateos et al. (2021) identify that superficial or poorly designed
implementation of gamified elements can generate counterproductive effects,
reducing intrinsic motivation when students perceive manipulation or artificiality
in the mechanics employed.
Similarly, Morales-Pérez & Reyes-Cardona (2022) point to disparities in
effectiveness according to student demographic characteristics. The results
suggest that factors such as technological access, familiarity with digital
environments, and individual learning preferences significantly modulate the
impact of gamified interventions.
Economic sustainability represents another significant institutional challenge.
Successful gamified implementations require considerable investment in
technology, teacher training, and content development. Many educational
institutions face budgetary constraints that hinder the adoption and maintenance
of complex gamified systems.
Teacher resistance is a frequently documented barrier. Educators who lack
experience with digital technologies or hold traditional views about academic
seriousness may be reluctant to embrace gamified methodologies. This
resistance can sabotage well-designed implementations if it is not addressed
through specific training and awareness programmes.
Differential effectiveness analysis
Comparative analysis of different gamified modalities reveals patterns of
differential effectiveness depending on specific contexts. Hybrid implementations
that combine digital and physical elements show superior results to exclusively
virtual or analogue approaches.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
32
Extrinsic reward systems (points, badges, rankings) generate immediate
motivational effects but can weaken intrinsic motivation in the long term if not
carefully balanced with elements that promote autonomy and personal purpose.
Immersive narrative mechanics prove particularly effective in maintaining
sustained engagement. Students who participate in gamified experiences with
coherent stories and developed characters report greater emotional connection
to academic content and superior retention of acquired knowledge.
DISCUSSION
The data analysed confirms the transformative potential of gamification as a
comprehensive pedagogical strategy. However, its effectiveness depends
crucially on the quality of instructional design and the alignment between game
mechanics and specific educational objectives.
A recurring pattern in successful research is the gradual and systematic
implementation of gamified elements, in contrast to attempts at radical
transformation that often generate student resistance or confusion. Montaño &
Enríquez (2022) suggest that gamification works best as a complement to solid
pedagogical methodologies, rather than as a complete substitute for established
educational practices.
The social dimension emerges as a determining factor for success. Strategies
that incorporate collaborative elements, healthy competition, and social
recognition show superior results to purely individual implementations. This
suggests that effective gamification must consider the inherently social nature of
human learning.
Regarding the sustainability of effects, longitudinal research indicates that
motivational benefits tend to stabilise after initial periods of novelty. Therefore,
successful gamification requires constant evolution and renewal of playful
elements to maintain long-term student engagement.
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
33
Pedagogical implications
The results suggest that successful gamification requires a paradigm shift in the
conceptualisation of the teaching role. Educators must transition from positions
of transmissive authority to roles as facilitators and designers of experiences.
This transformation involves the development of technological skills, an
understanding of motivational psychology, and experiential design skills.
Assessment in gamified contexts also requires reconceptualisation. Traditional
assessment methods may be incongruous with pedagogical philosophies centred
on process, collaboration, and experimentation. Assessment tools are needed
that capture cross-cutting skills, individual progress, and social learning.
Personalisation emerges as a fundamental guiding principle. Successful gamified
systems must adapt to diverse learning styles, individual paces, and specific
motivational preferences. This personalisation requires technological
sophistication and a deep understanding of individual student differences.
Ethical considerations
The implementation of gamified strategies raises important ethical questions
related to behavioural manipulation and student privacy. Systems that collect
detailed data on learning behaviours must balance educational personalisation
with the protection of sensitive information.
Educational equity represents another fundamental ethical consideration.
Gamified implementations should not amplify existing disadvantages related to
technological access, digital skills, or family economic resources. Inclusive
designs that offer multiple paths to participation and success are required.
CONCLUSION
Gamification represents a promising pedagogical strategy for improving both
student motivation and academic performance. The results analysed consistently
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Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
34
demonstrate that the strategic integration of playful elements in educational
contexts generates measurable and sustained benefits.
Successful implementations share common characteristics: rigorous instructional
design, alignment with clear pedagogical objectives, incorporation of
collaborative social elements, and adaptability to different student profiles.
Conversely, failures are often associated with superficial applications that
prioritise entertainment over effective learning.
For future research, it is recommended to develop longitudinal studies that
evaluate the sustainability of motivational effects, explore culturally sensitive
adaptations of gamified mechanics, and analyse the differential impact according
to student socioeconomic characteristics. Similarly, it is necessary to investigate
teacher training methods that facilitate the effective implementation of gamified
strategies in diverse educational contexts.
Teacher training is a determining factor in the success of gamified
implementations. Professional development programmes should address both
technical skills and theoretical understanding of motivational principles and
experiential design. Without adequate preparation, even the best-designed
gamified systems may fail to generate the expected educational benefits.
In short, educational gamification is a valuable tool for contemporary pedagogical
transformation, with the potential to reconcile the expectations of digital
generations with the educational objectives of traditional educational institutions.
Its successful implementation requires a deep understanding of psychological
principles, careful design of experiences, and institutional commitment to
educational innovation.
FINANCING
Non-monetary
CONFLICT OF INTEREST
There is no conflict of interest with individuals or institutions linked to the
research.
ACKNOWLEDGEMENTS
Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
35
To the students who participated in the Saber 11 test in 2024 and who were an
essential part of this research.
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Cognopolis
Revista de educción y pedagogía
Vol. 3(3), 19-35, 2025
Gamificación como estrategia transversal para mejorar motivación y rendimiento académico estudiantil
Gamification as a cross-cutting strategy to improve student motivation and academic performance
José Luis Mendoza-Palma
Piedad Elizabeth Anchundia-Laas
Gloria Marilú Intriago-Vélez
Melina Virginia Demera-Moreira
36
10(1), 109125. https://doi.org/10.15332/24224529.9673
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