Artículos
Vol. 9 No. 1 (2025): Revista Científica Orbis Cognita
Copyright (c) 2025 Revista Científica Orbis Cógnita
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
The main purpose of this study was to analyze bibliographic information on the use of gamification as a tool in higher education, in a time series from 2014-2024, for its innovative nature in the educational process. The most relevant aspects of the information are highlighted, which will serve to motivate in the learner the application of new participatory, active and collaborative learning environments, such as gamification, which result in the acquisition of learning in the three competency levels: knowing, knowing how to do, knowing how to be and being. Some gamification techniques that can be applied in the different areas of knowledge are presented and the importance of each one in the competency areas is highlighted.
Este obra está bajo una licencia de Creative Commons Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional.