Revista Cátedra, 7(2), pp. 117-138, July-December 2024. e-ISSN:2631-2875
https://doi.org/10.29166/catedra.v7i2.5879
These methodologies offer an effective approach to student-centered learning, promoting
the development of skills and the acquisition of knowledge through situations created
specifically for educational purposes. Prieto and Gómez (2022) argue that, "games that
address the integral development of personality, cognitive, motor and socio-affective can
have a positive impact on student motivation and participation" (p. 3).
Based on Islas' reading in 2017, at personal discretion, it can be considered that games
involve engaging in pleasurable physical or mental activities to satisfy emotions, it is crucial
to evaluate three essential characteristics: mechanics, dynamics, and emotions. This means
that, in order to create a dynamic environment, it is necessary to plan activities that
incorporate these elements, which will facilitate learning to be more relevant and effective
in the acquisition of knowledge.
2.3.1 Games in the educational process
García et al. (2021) point out that, "the new educational framework requires an effort on
the part of teachers to innovate and improve their teaching methodologies and tools, in
order to guarantee student learning by competencies from the perspective of didactic
innovation and effectiveness" (p. 1). In addition, Rojas et al., (2021) highlight that, "the
strategy of implementing elements of games is used in different areas of knowledge that aim
to motivate people to use a certain product, to participate in a campaign or as in this case to
learn" (p. 5). Games, with basic components such as rules, objectives, players, playing field
and rewards, offer dynamic learning that arouses students' interest.
On the other hand, Rojas et al. (2021) argue that, "the educational sector is one of the most
affected and by not keeping pace with new advances in information and communication
technologies, it is affected in the teaching-learning process" (p. 2). These technologies seek
to provide answers from different didactic, communicative and social perspectives in the
development of education, taking into account the different contexts in which they are
applied. Jaramillo and Tene (2022) argue that, "technological didactic resources have
become indispensable in today's life; however, their importance in the teaching-learning
process lies in the pedagogical sense that teachers must incorporate" (p. 1).
According to Islas (2017) "ICTs represent for education a major element, from the
infrastructure, the theories from which they are investigated, the competencies they have
implied in the development of students and teachers or the learning environments they
make possible" (p. 3). One specific area of interest is gamification in the classroom, which
seeks to reconfigure educational methods to adapt to new needs. Gamification aims to
influence behavior through game-generated experiences and feelings, fostering motivation
and engagement to achieve specific objectives. It can be added then that gamification seeks
to motivate behavior within the educational environment, stimulating the construction of
learning through student participation, contributing to the creation of knowledge and
making traditional education obsolete.
2.4 Innovation in education
González and Martínez (2019) point out that "the transformations and advances in science,
technology and information we are living are originating a new social context in which
citizens every day must assume the changes and challenges imposed by the information and
knowledge society" (p. 5). On the other hand, Reinoso-Gonzales and Hechenleiter-Carvallo
(2020) point out that, "the positive perception of students regarding methodological and
evaluative innovation shows that flipped classroom is an adequate method to work with
and that Kahoot constitutes an evaluation tool to evidence the achievement of learning" (p.