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ALTERIDAD.Revista de Educación

 ISSN 1390-8642 ISSN 1390-325X

REYES-CABRERA, William. Gamification and collaborative online learning: an analysis of strategies in a Mexican university. []. , 17, 1, pp.24-35. ISSN 1390-8642.  https://doi.org/10.17163/alt.v17n1.2022.02.

Despite distance education has proved its benefits in the teaching process, one of its main shortcomings is the lack of its own strategies, however, gamification is considered as an effective tool to work with on this modality. Based on the above, a pre-experimental, exploratory, quantitative research study was carried out in a Mexican university following the next objectives: identifying the level of incidence that gamification strategies have regarding collaborative learning in a distance course from the perspective of university students; as well as checking if there are significant differences between the different gamification strategies in collaborative learning of university students. A distance course was used, for this purpose where three gamification strategies were performed (PBL, Digital StoryTelling and Escape Room); students answered then the COLLES instrument at the end of each of these strategies to find contrast to the responses obtained. Thus, the means, standard deviations and ANOVA of one factor for repeated samples were compared. The results indicated that all three strategies had a positive impact on collaborative learning, however, there are significant differences in their scales. It is concluded that the characteristics of each strategy are key in achieving online collaborative learning. It is recommended to select and articulate gamification strategies when designing a distance course considering constant measurements to identify and maintain the levels of collaborative learning.

: Education; measurement; learning; collaboration; gamification; strategy.

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