Recepção: 09-06-2026
Aprovação: 15-07-2026

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DOI
: https://doi.org/10.61616/rvdc.v7i2.1722
Beyond the Game: Perceived Impact of Gamification on University

Learning by Age

Jorge Andrés Izaguirre Olmedo

joizaguirreol@uide.edu.ec

https://orcid.org/0000-0001-5178-8641

Universidad Internacional del Ecuador

ABSTRACT

Gamification contributes to cognitive, emotional, and social development, complementing

conventional teaching methods. This study aims to evaluate the perceived learning outcomes

of gamification among higher education students, differentiating between thos
e under and
over 23 years of age. The research is quantitative, inferential, cross
-sectional, and
correlational, with a sample size of 346 observations. Data collection involved a digital survey

using a structured questionnaire with 18 questions related to
institution type, age, major,
gender, and opinions on gamification in higher education. SPSS statistical software was used

for data analysis. Results indicate an average satisfaction with gamification of 3.37 on a 4
-
point scale for students under 23 years
old, compared to 3.08 for those over 23. The analysis
of variance reports that this difference is statistically significant at 0.01. The authors conclude

that there is lower acceptance of gamification among students aged 23 and older.

Palabras clave:
Gamification, Higher education, Learning outcomes, Analysis of variance
Licencia

Este trabajo está bajo una licencia Creative Commons Attribution 4.0 International.
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Más Allá del Juego: Impacto Percibido de la Gamificación en el
Aprendizaje Universitario según la Edad

RESUMEN

La gamificación contribuye al desarrollo cognitivo, emocional y social, complementando los
métodos de enseñanza convencionales. El presente estudio tiene como objetivo evaluar los
resultados de aprendizaje percibidos derivados de la gamificación entre estudiantes de
educación superior, diferenciando entre aquellos menores y mayores de 23 años. La
investigación adopta un enfoque cuantitativo, inferencial, transversal y correlacional, con una
muestra de 346 observaciones. La recolección de datos se realizó mediante una encuesta
digital estructurada compuesta por 18 preguntas relacionadas con el tipo de institución, edad,
carrera, género y percepciones sobre la gamificación en el ámbito universitario. Para el
análisis de los datos se utilizó el software estadístico SPSS. Los resultados indican un nivel
promedio de satisfacción con la gamificación de 3.37 en una escala de 4 puntos para los
estudiantes menores de 23 años, en comparación con 3.08 para aquellos de 23 años o más.
El análisis de varianza reporta que esta diferencia es estadísticamente significativa al nivel de
0.01. Los autores concluyen que existe una menor aceptación de la gamificación entre los
estudiantes de 23 años en adelante.

Keywords: Gamificación, Educación superior, Resultados de aprendizaje, Análisis de varianza

License

This work is licensed under a Creative Commons Attribution 4.0 International license
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INTRODUC
TION
In educational contexts, innovation presents a significant challenge as it constantly seeks to

solidify didactic proposals that invigorate the classroom space with the aim of enhancing

learning through the implementation of more engaging, participatory, an
d effective classes
(Tokzhigitova et al., 2023).

The combination of pedagogy and technology is a considerable aspect that promotes strategic

planning. This facilitates the acquisition of learning results through options that improve

outcomes. As Davies (2000) explains, activities are developed to design
learning experiences
that include game scenarios, which must adhere to principles and objectives related to

learning outcomes. Play requires students to recall, apply, evaluate, and discuss while

engaging in activities (Roberts et al., 2024).

Games serve as a clear and effective tool for determining reference content and assessing its

equivalence with imparted material. They are applicable across any field of knowledge and

aim to facilitate graduate employability by enabling corrective actions
regarding mobility and
adjustments to procedures for verifying specialized training, aptitudes, and attitudes for

accessing employment. The incorporation of gamified educational resources significantly

impacts student motivation to learn, which can lead to
improved academic performance and
higher levels of engagement in the learning process (Tokzhigitova et al., 2023).

In higher education, gamification acquires a prominent role, acting as an articulating axis

between students' knowledge level, comprehension, and their capacity to act. Espinosa

(2018) points out that learning objectives should be clear, concrete, evaluabl
e with relevant
criteria, suitable for each subject, achievable, and represent a motivation for learning interest.

According to Limantra et al. (2023), gamification enhances students' learning motivation,

engagement, and development.
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The collected data highlight the positive impact of classroom games on knowledge acquisition

and retention (Sharmin & Chow, 2023). They not only foster an interactive and participatory

environment but also allow students to apply concepts practically and p
layfully. By actively
engaging in recreational activities, students have a greater capacity to recall and understand

the topics studied, thus demonstrating the effectiveness of this methodology in the

educational process.

The perceived challenge by students regarding game
-based learning increases the level of
knowledge. Students can recall a learning topic and its context thanks to the repetition,

emotion, and immersion provided by a game; additionally, it improves competen
cies such as
problem
-solving, collaboration, and communication (Jääskä & Aaltonen, 2022). In higher
education, new generations are prepared to acquire competencies aligned with societal

demands; therefore, it is necessary to reduce absenteeism and improve
course structures.
In university teaching, it is crucial to address student demotivation while fostering

participation and the use of dynamic strategies that promote active and lasting learning. The

effects of gamification are related to comprehensive design and innovation;
they do not
exclusively depend on the implementation of specific game elements (Mohammed et al.,

2024).

This aims to contribute to traditional learning and transform traditional methodology by

employing dynamic strategies, as practice and experimentation deepen concepts. According

to Lozada
-Ávila & Betancur-Gómez (2018), gamification transfers knowledge oriented
towards learning outcomes and will be specific to each field of knowledge. For example,

engineering and architecture have greater participation in work production, while in

Administration and Economics there was greater commitment and motivation. In t
he area of
Social Sciences, there were motivational and behavioral variables that showed gamification
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can be effective when it is optional and not mandatory. For Natural and Exact Sciences,

simulators become potential tools, and it is recommended that technology be their main ally.

As for Arts and Humanities, it can align with pedagogical objectives; and i
n Health Sciences,
the strategy has been developed, and there are several options that can be used for learning.

In all cases, gamification remains a complement to knowledge.

Thus, the gamified tool represents a viable teaching option. As an ally of educational

innovation, it incentivizes student interest and commitment. Undeniably, as Viñas (2022)

points out, it has incorporated changes in learning didactics, basing itself on
theories that
make motivation a resource that optimizes interest; however, always considering the

characteristics of the audience, taking into account that the curriculum is a fundamental part

of aligning content as more participatory approach strategies.

Gamification, as a teaching strategy, has a studied learning outcome for different branches of

science and at different educational levels; however, the literature on differences in the

impact of gamification based on students' socioeconomic differences is
scarce. The objective
of this research is to evaluate the perceived learning outcome of students regarding the use

of gamification in higher education in students under and over 23 years of age.

THEORETICAL FOUNDATIONS

Learning outcomes are essential components of university strategies; therefore, these are

described as methods, resources, or tools employed by instructors to ensure meaningful

learning. As mediation resources, they are used with a specific intention, alig
ned with the
study objectives and the competencies to be developed. According to Bernardo (2004), cited

by Lavilla
-Abarca et al. (2022), strategies represent sets of cognitive skills whose application
will determine students' favorable reactions. Hence, ea
ch instructor must adequately plan
their course to identify areas for improvement, anticipate environmental changes, and adapt
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to new trends, thus ensuring high
-quality education.
Within the strategic planning process, the instructor will establish clear criteria for

performance and progress evaluation; furthermore, it facilitates the timely implementation

of improvements for the teaching
-learning process. The pursuit of excellence commits all
involved in the educational system to continuous improvement. Therefore, the planning

instructor will consider: what to teach, for what purpose, how to connect new content with

prior knowledge, how to organize it, what activities are appropriat
e, and how to structure
classroom work according to the given context. Planning, as a space for educational

management, serves for discussion, reflection, and establishing agreements. According to

Gálvez (2019), it consists of organizing a set of coherent,
significant, and continuous ideas and
activities. It is a model for systematically addressing situations that students will encounter in

their professional practice.

During the COVID
-19 pandemic, educational institutions worldwide were forced to transition
from in
-person classes to distance learning. The application of distance education fostered
the use of new strategies, tools, and applications that impacted the scho
ol system and
presented several challenges to address (Guzzo et al., 2023).

One of the learning strategies is gamification, an opportunity to combine motivation and

commitment when facing problems in specific areas (Chung et al., 2023). Gamification gains

relevance for improving content delivered in education. It functions as a te
chnique to
motivate students because, through the mechanism of play, it activates attention and fosters

a practical and conducive approach to constant participation.

Play promotes pleasant and meaningful learning; it is an important factor in the development

of thought, attention, and concentration, characteristics of everything related to playfulness.

This term relates to the spontaneous and recreational; it is an int
egral part of people's daily
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lives. It involves more complex situations than creating recreational spaces; it provides

different scenarios where individuals investigate, experiment, discover skills and

competencies such as leadership, teamwork, and ethical values. Thus, meaningful

exp
eriences are constructed (Putton, 2021).
Gamification contributes to the cognitive, emotional and social aspects by trying new roles;

in this way, play emerges as a stimulus to capture attention and is presented as a complement

to conventional teaching methods (Chung et al., 2023; Roberts et al.,
2024; Syifa et al., 2024).
Trends in the use of digital game
-based learning technologies include various platforms, such
as computers, the internet, and mobile devices, with game elements and social interaction

that align with 21st
-century skill demands. Digital game-based learning integrates with
various constructivist learning approaches, such as experiential, problem
-based, inquiry-
based, and research laboratory learning (Situmorang et al., 2024).

The teacher's role is crucial in this interaction because they will promote a positive

relationship that fosters the success of the educational process; they also take on challenges

that prevent boredom, allowing for continuous self
-improvement, especially when
addressing complex topics for which there isn't always a predisposition to learn. According to

Jivani et al. (2024), combining flipped learning with game strategies in the educational context

meets students' diverse needs and optimizes learning outco
mes.
Just as play is vital in early childhood, it is also crucial in adulthood for developing capacities.

As Bermúdez et al. (2022) point out, participatory techniques are created to acquire potential.

For example, the use of virtual reality and games can impro
ve the quality of chest
compressions compared to traditional training (Alcázar et al., 2024). Gamification impacts

improving theoretical knowledge of basic adult life support in nursing students (Fijačko et al.,

2024); it has transformed how people learn E
nglish vocabulary and provides a fun and
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engaging way to learn the language (Syifa et al., 2024); it also provides an immersive

environment that supports learning essential Mendelian genetics topics (Low & Ellefson,

2024); it can enhance interprofessional socialization and lay the groundwork for
developing
interprofessional skills in health students (Fusco et al., 2024; Picchiottino et al., 2024).

Evolution, curiosity, and discovery are three concepts within simulation systems, as a type of

gamification, that should be a focus in the coming years
(Liontas, 2022).
In the gamification strategy, two constructs should be considered: one highlights the

importance of flexibility and responsiveness, while the other emphasizes the importance of

pacing and cultural suitability (Salman et al., 2024). Play should not only pro
vide immediate
feedback and encourage students to identify their weaknesses and strengths but also be

customized to the needs of each course (Banta
-Wright et al., 2024). According to Dishon &
Kafai (2022), two characteristics are required in the use of gam
es: i) integrating games into
broader educational efforts; and ii) greater emphasis on empowering young people with

decision
-making power over the games they play.
Electronic game technologies and digital tools play a crucial role in professional training by

significantly expanding opportunities for developing skills among competitive specialists

(Vaganova et al., 2021). These tools not only facilitate more interacti
ve and personalized
learning but also allow students to practice realistic situations and solve complex problems in

a safe and controlled manner. By integrating games and digital tools into the formative

process, greater participation and motivation among
students are fostered, better preparing
them to face the dynamic challenges of the current labor market.

The use of Information and Communication Technologies (ICT) increases involvement and the

variety of methodologies used for learning through relevant content that allows for exploring

topics of interest.
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Gamification offers an innovative approach to improving the understanding of abstract

sciences through the use of game elements. Games possess a favorable structure for learning,

which facilitates the understanding of abstract sciences. Encalada (2021) arg
ues that, in
Mathematics, gamification enhances calculation and logic; therefore, strategies are

established according to levels that are progressively overcome, while also providing stimuli

that improve grades. Numerical comprehension becomes conducive an
d ceases to be boring,
thus transforming into an innovative pedagogical perspective based on both intrinsic and

extrinsic motivation; in the former case, it is done solely for the joy of learning something

new, while in the latter, there are rewards for th
is activity.
This involves working with arithmetic concepts through an emotional connection, as pointed

out by Widodo and Rahayu (2019). Tests conducted with the implementation of arithmetic

games like Beemmath and Kurtacil for primary education through questions imple
mented as
a panel for unknowns about multiplication, addition, and subtraction. According to the study

results, students perceive that the game motivates them to become emotionally involved.

Technological innovation is a favorable aspect that complements the teaching
-learning
process inside and outside the classroom. Vásquez et al. (2023) state that applications are

more recurrent in all areas of education; therefore, they adapt to the content
delivered by
the instructor. To increase learning effectiveness, gamified applications are ideal resources

due to their flexibility of use; hence the need for education to have tools that make play a

mechanism to aid motivation and improve academic result
s.
In the university context, gamification becomes a tool to improve learning through motivation

and sustainability. In the first case, it incentivizes the achievement of concrete goals; in the

second, game practices become good habits that facilitate underst
anding and constant
interaction. Carabajal et al. (2022) identify that learning enjoyably, receiving feedback
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through self
-contributions, and improving grades are the main indicators when associating
play in university classrooms. Furthermore, it reaffirms that students acquire greater

commitment to the subject because it strengthens their critical thinking abilit
y while
becoming creative, maintaining motivation, and developing transversal competencies such as

communication, conflict resolution, and collaborative work.

MET
HODOLOGY
This research employed a quantitative, inferential, cross
-sectional, and correlational design.
The inferential nature of the study allowed for generalizing the findings to the broader study

population. Being a cross
-sectional study, its conclusions are representative of a specific point
in time. The statistical analysis involved correlations between variables and factor analysis.

The study design was non
-experimental. Data were collected in their natural state to describe
the sample and estimate population parameters. The study population comprised students

from higher education institutions in the city of Guayaquil. An infinite po
pulation was
assumed. Lacking a sampling frame, the authors utilized a non
-probability sampling method
through convenience and snowball techniques. Initially, the authors surveyed their own

students (convenience sampling) and subsequently requested them to
disseminate the
survey among peers and acquaintances (snowball sampling). The sample size consisted of 346

observations, enabling statistical inference with a 95% confidence level and a maximum

research error of 5.5%.

Data collection was conducted via a digital survey, using a structured questionnaire

comprising 18 predominantly closed
-ended questions. Variables collected included
institution type, age, academic program, gender, and opinions regarding the use of

gamific
ation in higher education. To measure opinions on gamification, a 4-point Likert scale
was employed, intentionally omitting a neutral option to compel respondents to take a