Relación entre actividades de gamificación y plataformas digitales utilizadas por docentes en el aula
Abstract
This study analyzes the relationship between classroom gamification activities and digital educational tools (ICT) used by teachers in educational institutions in the province of Cotopaxi, Ecuador. The methodology is mixed; a structured survey was administered to 78 teachers with extensive experience in the use of ICT and gamification. Results were analyzed using non-parametric statistical methods to determine whether a significant relationship exists between gamified activities and the platforms employed. Kahoot and Quizizz stand out for their use in interactive and digital games, while Classcraft is associated with immersive narratives and point-based systems. The findings suggest that tool selection is influenced more by accessibility, familiarity, or ease of use than by a structured pedagogical perspective. It is recommended to strengthen teacher training in ICT to expand knowledge in this field and continue researching the strategic integration of these tools in gamified educational processes.
Fields of Study & Subjects
Educational Games and Gamification
Education and Technology Integration
Technology-Enhanced Education Studies
Publication details
- Journal / source
- Revista Científica UISRAEL
- Volume
- 13
- Issue
- 1
- Pages
- 177–194
- Publication date
- 10 January 2026
- Language
- EN