
824 RECIMUNDO VOL. 9 N°2 (2025)
Al Ali, R., Al-Hassan, O., Al-Barakat, A., Alakashee,
B., Kanaan, E., Alqatawna, M., Zaher, A., & Saleh,
S. (2024). Effectiveness of Utilizing Gamified Lear-
ning in Improving Creative Reading Skills among
Primary School Students. Forum for Linguistic Stu-
dies, 6(6), 816–830. https://doi.org/10.30564/fls.
v6i6.7518
Banoy, W., & Castillo, P. (2021). Uso de la gamifica-
ción como estrategia de enseñanza-aprendizaje
en educación primaria. Revista Educación y So-
ciedad, 28(3), 67–80. https://dialnet.unirioja.es/
servlet/articulo?codigo=9119654
Banoy, W., & Castillo, P. (2021). Uso de la gamifica-
ción como estrategia de enseñanza-aprendizaje
en educación primaria. Revista Educación y So-
ciedad, 28(3), 67–80. https://dialnet.unirioja.es/
servlet/articulo?codigo=9119654
Calderón, M., Flores, S., Ruiz, A., & Castillo, S. E.
(2022). Gamificación en la compresión lectora
de los estudiantes en tiempos de pandemia en
Perú. Revista de Ciencias Sociales, 28(5), 63–74.
https://dialnet.unirioja.es/servlet/articulo?codi-
go=8471673
Deci, E., & Ryan, R. (1985). Motivación intrínseca y
autodeterminación en el comportamiento humano.
Plenum.
Gee, J. (2003). Lo que los videojuegos tienen para
enseñarnos sobre el aprendizaje y la alfabetiza-
ción. Palgrave Macmillan.
Guevara, C. (2018). Estrategias de gamificación
aplicadas al desarrollo de competencias digitales
docentes [Tesis de maestría, Universidad Casa
Grande].
Huseinović, L. (2023). The Effects of Gamification On
Student Motivation And Achievement In Learning
English As A Foreign Language In Higher Educa-
tion. MAP Education and Humanities. https://doi.
org/10.53880/2744-2373.2023.4.10.
Julita, R. (2024). The Impact of Gamification on EFl
Students’ Reading Comprehension. Journal of
English as a Foreign Language Education (JEFLE).
https://doi.org/10.26418/jefle.v4i2.74901.
Kaya, G. I., & Sagnak, H. Ç. (2022). Gamification in
English as Second Language Learning in Secon-
dary Education Aged Between 11-18: A Systema-
tic Review Between 2013-2020. International Jour-
nal of Game-Based Learning, 12(1), 1–14. https://
doi.org/10.4018/ijgbl.294010
Kolb, D. (1984). Aprendizaje experiencial: La expe-
riencia como fuente de aprendizaje y desarrollo.
Acantillado de Englewood.
León, A. M., Rodríguez Ferrer, J. M., Aguilar Parra, J.
M., Campoy, J. M., Trigueros, R., & Martínez Martí-
nez, A. M. (2021). Play and learn: Influence of ga-
mification and game-based learning in the reading
processes of secondary school students. Revista
De Psicodidactica. https://doi.org/10.1016/J.PSI-
COE.2021.08.001
Li, J., Valle, N., Huang, R., Sommer, M., Zhu, J., Rit-
zhaupt, A., Hampton, J., & Stephen, A. (2020). The
impact of gamification in educational settings on
student learning outcomes: a meta-analysis. Edu-
cational Technology Research and Development,
68, 1875 - 1901. https://doi.org/10.1007/s11423-
020-09807-z.
Li, L., Hew, K. F., & Du, J. (2024). Gamification en-
hances student intrinsic motivation, perceptions
of autonomy and relatedness, but minimal impact
on competency: a meta-analysis and systematic
review. 1–32. https://doi.org/10.1007/s11423-023-
10337-7
Li, X., & Chu, S. (2020). Exploring the effects of ga-
mification pedagogy on children's reading: A
mixed-method study on academic performance,
reading-related mentality and behaviors, and sus-
tainability. Br. J. Educ. Technol., 52, 160-178. ht-
tps://doi.org/10.1111/bjet.13057.
Lozada, C., & Betancur Gómez, S. (2017). Gamifica-
tion in higher education: A systematic review. Re-
vista Ingenierías Universidad de Medellín, 16(31),
99–124. https://www.scielo.org.co/pdf/rium/
v16n31/1692-3324-rium-16-31-00097.pdf
Manzano-León, A., Camacho-Lazarraga, P., Guerre-
ro, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M.,
Trigueros, R., & Alias, A. (2021). Between Level Up
and Game Over: A Systematic Literature Review
of Gamification in Education. Sustainability, 13(4),
2247. https://doi.org/10.3390/SU13042247
Manzano-León, A., Rodríguez-Ferrer, J. M., Agui-
lar-Parra, J. M., Fernández-Campoy, J. M., Trigue-
ros, R., & Martínez-Martínez, A. M. (2022). Play and
learn: Influence of gamification and game-based
learning in the reading processes of secondary
school students. Revista de Psicodidáctica (Engli-
sh ed.), 27(1), 38–46. https://doi.org/10.1016/j.psi-
coe.2021.08.001
Mohamad, M., Ibrahim, N. A. E., Nasaruddin, N.,
& Zakaria, N. Y. K. (2024). The Impact of Gami-
fied Learning Techniques in Improving Writing
Skills outcomes: A Systematic Review. Internatio-
nal Journal of Academic Research in Business &
Social Sciences. https://doi.org/10.6007/ijarbss/
v14-i8/22623
DUARTE MARTINEZ, K. B., & SUÁREZ CARAGOLLLA, L. DEL C.