Higher Education: Technological Applications for Gamification and Ludification
摘要
The research “Higher education: technological applications for gamification and ludification” carried out at the Technical University of Ambato explored the impact of innovative technological tools in teaching-learning processes. The study, with a correlational and cross-sectional methodology, analyzed a sample of 30 students, predominantly female (83.3%) between 18–24 years of age (93.3%), using a validated questionnaire with a Cronbach’s alpha of 0.7072. The results revealed that 80% of the participants perceived a significant impact of gamification on their motivation to learn, while 93% recommended implementing these applications in other subjects. Platforms such as Kahoot, Duolingo, and Quizziz were shown to be effective for collaborative work, with no significant differences between sexes. The study also found that 67% of the students expressed a high level of enjoyment with the gamification tools, highlighting their potential to create more dynamic and interactive learning experiences. The research concluded that gamification and ludification technologies are fundamental tools for modernizing educational environments, although it identified the need for greater personalization to cater for diverse learning styles and ensure an inclusive and effective educational experience.