pág. 6848
Martínez, A., & Silva, R. (2022). Digital learning environments and the power of gamification: Foster-
ing student collaboration and engagement. Computers in Human Behavior, 128, 107074.
Martínez, A., et al. (2022). The role of gamification in language learning: Enhancing students' cognitive
and emotional engagement. Journal of Language Teaching and Research, 14(3), 75-83.
Martínez, P., & Silva, T. (2021). Impact of gamification on language comprehension and retention.
Journal of Educational Technology Development, 14(2), 67-75.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Im-
pact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Papastergiou, M. (2009). Exploring the potential of computer and video games for educational pur-
poses: A review of the literature. Computers & Education, 53(3), 9-22.
Pérez, L., et al. (2023). Duolingo and motivation: Enhancing engagement and language retention in
high school students. Computers & Education, 82(1), 123-130.
Piddubna, P., et al. (2023). Challenges and benefits of gamification in the educational process: A cross-
sectional analysis. Learning and Teaching in Higher Education, 8(1), 32-40.
Rodríguez, J., & Pérez, A. (2022). Language learning in gamified classrooms: A longitudinal study of
motivation and academic performance. Educational Technology & Society, 18(3), 94-106.
Rodríguez, J., & Pérez, C. (2023). Exploring the effects of gamification in the language learning pro-
cess: A comprehensive review. Educational Research Review, 18(2), 99-115.
Ryan, R. M., & Deci, E. L. (2020). Self-determination theory and the facilitation of intrinsic motivation,
social development, and well-being. American Psychologist, 55(1), 68-78.
Serrano, A., & Gómez, F. (2022). Overcoming learning barriers with gamified language acquisition
tools. International Journal of Applied Linguistics, 12(3), 220-233.
Serrano, A., & Gómez, J. (2023). Gamification as a tool for overcoming barriers to language learning.
Journal of Educational Technology Development, 25(3), 123-137.
Serrano, A., & Pérez, J. (2023). Gamification and cognitive engagement in language classrooms: An
experimental study. Journal of Educational Psychology, 29(2), 104-115.
Serrano, R., & Pérez, D. (2022). Enhancing vocabulary acquisition through gamification: A compara-
tive study of Quizlet and Kahoot!. Journal of Educational Psychology, 114(4), 560-574.