COMPARATIVE ANALYSIS OF LEARNING GAINS IN EDUCATIONAL ENVIRONMENTS MEDIATED BY GAMIFICATION VERSUS ARTIFICIAL INTELLIGENCE
DOI:
https://doi.org/10.63330/aurumpub.032-012Palabras clave:
Artificial intelligence, Educational technology, Gamification, Pedagogical innovation, Systematic reviewResumen
Pedagogical innovation mediated by emerging technologies has assumed a central role in the contemporary transformation of the teaching–learning process, particularly in response to the demands of an increasingly digital, interconnected, and data-driven society. In this context, gamification and artificial intelligence stand out as promising strategies for reshaping educational practices by fostering greater engagement, personalization, and dynamism in learning experiences. This study presents a systematic literature review that critically analyzes the contributions of these two approaches to educational improvement, encompassing indexed publications from 2021 to 2026. The investigation was guided by a reformulated research question, with clearly defined descriptors, explicit inclusion and exclusion criteria, and a structured process of identification, screening, and selection of studies, organized through a methodological flowchart. The findings indicate that gamification, when grounded in consistent theoretical frameworks and aligned with well-defined pedagogical objectives, enhances student engagement, intrinsic motivation, and active participation. Simultaneously, artificial intelligence demonstrates significant potential in personalizing learning pathways, continuously monitoring performance, and providing adaptive real-time feedback, thereby supporting more precise and data-informed pedagogical interventions. The comparative synthesis suggests that integrating gamification with intelligent systems may further strengthen educational outcomes by combining motivational and analytical dimensions within hybrid instructional models. It is concluded that the effective implementation of these technologies requires structured pedagogical planning, ongoing teacher training, and robust ethical regulation to ensure effectiveness, equity, and sustainability in contemporary educational settings.
Descargas
Referencias
AKINWALERE, Samuel N.; IVANOV, Vladimir. Artificial intelligence in higher education: challenges and opportunities. Border Crossing, v. 12, p. 1–15, 2022.
AMARAL, Lilian N.; CAROLEI, Paula. Gameciudad: jugando con los territorios, territorios en juego. Prácticas artísticas colaborativas en contexto latinoamericano. In: HUERTA, Ricard (org.). Videojuegos y creatividad: pedagogías culturales en el universo digital. Valencia: Tirant Humanidades, 2022. v. 1, p. 239–262.
BUENADICHA-MATEOS, Manuel; SÁNCHEZ-HERNÁNDEZ, María Isabel; GONZÁLEZ-LÓPEZ, Óscar Rafael; TATO-JIMÉNEZ, José Luis. From engagement to achievement: how gamification impacts academic success in higher education. Education Sciences, v. 15, p. 1054, 2025.
CAMPOS, Aline Fernanda Machado de; CAETANO, Luciana Maria Dias; LAUS-GOMES, Vanessa. Revisão sistemática de literatura em educação: características, estrutura e possibilidades às pesquisas qualitativas. Revista Linguagem, Educação e Sociedade, v. 27, n. 54, 2023.
CAROLEI, Paula. Gamicity: constructing a concept from transforming and responsible practices. In: LSME INTERNATIONAL RESEARCH CONFERENCE, 2022. v. 1, p. 163–165.
CAROLEI, Paula. Gamificação criativa: construção e validação de um framework para práticas emancipadoras. In: CONFERÊNCIA IBÉRICA DE INOVAÇÃO NA EDUCAÇÃO COM TIC – IETIC2022, 2022, Bragança. Livro de atas [...]. 2022. v. 1, p. 346–361.
CAROLEI, Paula. Tocar, jogar e descobrir a cidade: pele, camadas e fluxos. In: AMARAL, Lilian; SCHWARTZ, Rosana (org.). Entre territórios e redes: arte, memória, cidades. São Paulo: E-manuscrito, 2022. v. 1, p. 184–201.
COSTA, Alene Prima da; MACHADO, Leandro Soares; ALVES, Patrícia Laranjeira; ROCHA, Joelden Roberto Alves da; SILVA, Marcus Vinícius da; SILVA, Bruno da; NASCIMENTO, Arthur Marroquim do; SILVA, Rivaldo Pereira; NARDOTTO, Rafael dos Santos; SILVA, Maria da Conceição Pereira da. Metodologias ativas e a integração ensino–pesquisa–extensão: desafios e potencialidades no ensino superior. Lumen et Virtus, v. 17, n. 57, p. e12024, 2026.
GE, Wentao; SUN, Yuqing; WANG, Ziyan; ZHENG, Haoyue; HE, Weiyang; WANG, Piaohong; ZHU, Qianyu; WANG, Benyou. SRLAgent: enhancing self-regulated learning skills through gamification and large language model assistance. 2025.
HWANG, Gwo-Jen; CHANG, Ching-Yi. A review of opportunities and challenges of chatbots in education. Interactive Learning Environments, 2021.
KASSENKHAN, Aray; MOLDAGULOVA, Aiman; SERBIN, Vasiliy. Gamification and artificial intelligence in education: a review of innovative approaches to fostering critical thinking. IEEE Access, 2025.
MARENGO, Andrea; PAGANO, Alessandra; LUND, Brady; SANTAMATO, Vincenzo. Research AI: integrating artificial intelligence and gamification in higher education for e-learning optimization and soft skills assessment through a cross-study synthesis. Frontiers in Computer Science, v. 7, p. 1587040, 2025.
MEROTO, Maria Beatriz das Neves; SOBRINHO, Bruno Barbosa; GUIMARÃES, Camila Dias; COSTA, Eduardo José; CASTILHO, Luiz Paulo de. Metodologias ativas: inovando o processo educacional. Revista Ilustração, v. 5, n. 3, p. 11–18, 2024.
MOURA, Adelina; HENRIQUES, Berta. Gamificação e inteligência artificial na educação: estratégias didáticas nas aulas de Ciências Naturais. 2024.
QUEIROGA, Marcos Penha; PACHECO, Clecia Simone Gonçalves Rosa. A gamificação no ensino de ciências biológicas: sistemática nos anos finais do ensino fundamental. Cadernos Cajuína, v. 9, n. 6, p. e249643, 2024.
SOUZA, Diego; RIBEIRO, Mônica; VERSUTI, Fabiana. Design de gamificação: uma análise comparativa entre duas plataformas gamificadas. Educação Temática Digital, v. 27, p. e025022, 2025.
VAIRAVAN, Ch. The impact of gamification on motivation and retention in language learning: an experimental study using a gamified language learning application. INTI Journal, 2024.
YOUNAS, Muhammad; EL-DAKHS, Dina Abdel Salam; NOOR, Urooj. The impact of artificial intelligence-based learning tools in academic innovation: a review of DeepSeek, GPT, and Gemini (2020–2025). Frontiers in Education, v. 10, p. 1689205, 2025.
Publicado
Número
Sección
Licencia

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.