¿Gamificación digital o analógica? Comparación en cuanto a motivación y aprendizaje percibidos, ansiedad y adicción

Autores/as

DOI:

https://doi.org/10.30827/profesorado.v30i1.32247

Palabras clave:

gamificación educativa, teatralización, coleccionables, ansiedad, adicción
Agencias: Este estudio forma parte del Proyecto de Investigación “Estudio de la motivación intrínseca en la personalización de la gamificación de una asignatura de didáctica de las ciencias experimentales en los grados de Maestro. Una contribución al ODS-4.” (REDICE24-3707)

Resumen

Existen pocos estudios que centran su interés en comparar la gamificación digital y la gamificación analógica, así como su impacto sobre la ansiedad y la adicción. Partiendo de esta situación, en la presente investigación se pretendió comparar la motivación y el aprendizaje percibidos por el alumnado del Grado de Maestro de Educación Infantil dependiendo de si habían realizado una sesión gamificada digitalmente, gamificada analógicamente o sin gamificación. Como segundo objetivo se planteó comparar la ansiedad y la adicción generadas por elementos de gamificación de tipo coleccionable o de tipo participativo en su versión digital respecto a la versión analógica. Se partió de una muestra de 56 estudiantes, a los cuales se sometió a dos de las tres sesiones posibles y a todos los tipos de elementos de gamificación. Durante el curso se les pasó dos cuestionarios con preguntas de tipo escala de valoración y preguntas abiertas. Los resultados indican que la sesión con gamificación digital generó más motivación que la analógica y la analógica más que la sesión sin gamificar. Por otra parte, se observó que tanto los coleccionables como los elementos de participación, en sus variantes digitales, generan más ansiedad y, en el caso concreto de los coleccionables, más adicción que los de tipo analógico. Estos datos sugieren que es adecuado utilizar ambos tipos de gamificación en la formación de futuros maestros y maestras, por los beneficios aportados por cada uno, pero los recursos digitales deberían utilizarse con cierta cautela teniendo en cuenta que son más propensos a generar situaciones de ansiedad y adicción.

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Publicado

2026-03-29

Cómo citar

Fabre Mitjans, N., Jiménez-Valverde, G., & Calafell Subirà, G. (2026). ¿Gamificación digital o analógica? Comparación en cuanto a motivación y aprendizaje percibidos, ansiedad y adicción. Profesorado, Revista De Currículum Y Formación Del Profesorado, 30(1), 1–23. https://doi.org/10.30827/profesorado.v30i1.32247

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