Digital tools for gamification at the upper secondary education level.

Authors

DOI:

https://doi.org/10.29057/ixtlahuaco.v7i14.14998

Keywords:

Digital tools, gamification, TAC, technology, digital resource, platform, technological skills, critical thinking

Abstract

Gamification in the classroom is a technique that allows the development of learning to be implemented through educational-level interactive games. This process consists of providing an improvement in learning by implementing the use of virtual and interactive platforms to obtain better results.

Currently, the implementation of virtual interactive tools allows us to promote the pedagogical field by applying learning techniques and strengthening knowledge for the application of dynamics through virtual games that allow us to achieve the objectives planned in the class. On the other hand, these tools are essential to enhance the content that is intended to be achieved through resources that increase motivation in the student, that is, they carry out dynamic participation, in conjunction with the use of TAC, which is the implementation of learning and knowledge technologies that help students develop critical thinking using digital resources. that promote learning and allow the use of appropriate tools for training.

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Universidad Autónoma del Estado de Hidalgo

References

E-learning, C. A. (2024, 03 12). www.cae.net. (P. e. Blog CAE, Editor) Retrieved from https://www.cae.net/es/beneficios-gamificacion-aprendizaje/#:~:text=Tambi%C3%A9n%20conocida%20como%20ludificaci%C3%B3n%2C%20la,requieren%20de%20interactividad%20del%20alumno.

Rioja, U. I. (2023, 04 13). UNIR - Universidad Internacional de La Rioja. Retrieved from https://mexico.unir.net/noticias/educacion/gamificacion-en-el-aula/

Gaitán, V. (2025). educativa.com. Retrieved from https://www.educativa.com/blog-articulos/gamificacion-el-aprendizaje-divertido/

Morel, A. (n.d.). Blog Elearning, Empleo y Formación. Retrieved from https://amarantamorelempleoyformacion.blogspot.com/2016/10/tendencias-del-elearning-2016.html

Formación, E. (n.d.). Innova Formación. Retrieved 2025, from https://edutopiaformacion.com/11-herramientas-para-gamificar-el-aula/

Published

2025-05-08

How to Cite

Monterrubio-Hernández, E. (2025). Digital tools for gamification at the upper secondary education level. Con-Ciencia Serrana Boletín Científico De La Escuela Preparatoria Ixtlahuaco, 7(14), 4–6. https://doi.org/10.29057/ixtlahuaco.v7i14.14998