Challenges of Innovation Through Gamification in the Classroom
Abstract
1. Introduction
2. Materials and Methods
2.1. Research Design
2.2. Participants and Context
2.3. Data Collection Instruments
2.4. Data Analysis
2.5. Ethical Considerations
2.6. Trustworthiness and Rigour
3. Results
3.1. Resources Used in the Activities
3.2. Activity Objectives and Content Areas
3.3. Classroom Climate
3.4. Skills Developed
3.5. Overall Evaluation and Limitations
4. Discussion
4.1. Student Perceptions and Learning Outcomes
4.2. Teacher Observations and Activity Design
4.3. Development of Skills Through Gamification
4.4. Classroom Climate and Emotional Engagement
4.5. Limitations and Future Direction
4.5.1. Dependence on Design and Perception
4.5.2. Concerns About Retention and Motivation
4.5.3. Voluntariness and Sample Limitations
4.5.4. Temporal and Contextual Specificity
4.5.5. Disciplinary Scope and Transferability
4.5.6. Unmeasured Individual Differences
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Main Category | Subcategory 1 | Keywords |
---|---|---|
References to the activity | Educational Resources | Escape Room, Jumanji Game, Genially, Socrative |
Learning Objectives | Problem-solving, teamwork, motivation, active participation, theoretical understanding | |
Content Areas | Early childhood intervention, educational legislation, case studies | |
Student opinions | General perception of the experience | Positive/Negative opinions |
Classroom Climate | Fun, participative, emotional, calm | |
Skills Developed | Communication, creativity, critical thinking, conceptual understanding | |
Limitations | Time, clarity of rules, feedback |
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Denoni-Buján, M.; Marcen, C.; Gracia-Gil, A.; Casanovas López, R.; Coral-Aguilar, S. Challenges of Innovation Through Gamification in the Classroom. Educ. Sci. 2025, 15, 1341. https://doi.org/10.3390/educsci15101341
Denoni-Buján M, Marcen C, Gracia-Gil A, Casanovas López R, Coral-Aguilar S. Challenges of Innovation Through Gamification in the Classroom. Education Sciences. 2025; 15(10):1341. https://doi.org/10.3390/educsci15101341
Chicago/Turabian StyleDenoni-Buján, Magalí, Celia Marcen, Ana Gracia-Gil, Raquel Casanovas López, and Sheila Coral-Aguilar. 2025. "Challenges of Innovation Through Gamification in the Classroom" Education Sciences 15, no. 10: 1341. https://doi.org/10.3390/educsci15101341
APA StyleDenoni-Buján, M., Marcen, C., Gracia-Gil, A., Casanovas López, R., & Coral-Aguilar, S. (2025). Challenges of Innovation Through Gamification in the Classroom. Education Sciences, 15(10), 1341. https://doi.org/10.3390/educsci15101341