Gamificación en la educación inclusiva Facultad de Educación, Ciencia y Tecnología

Palabras clave: gamificación, educación inclusiva, educación superior, diseño universal para el aprendizaje, innovación pedagógica

Resumen

La transformación pedagógica en educación superior exige el fortalecimiento de prácticas inclusivas que respondan a la diversidad estudiantil. En este contexto, la Facultad de Educación, Ciencia y Tecnología enfrenta el desafío de incorporar estrategias innovadoras que articulen motivación, accesibilidad y equidad formativa. El presente estudio tuvo como objetivo analizar la producción científica publicada entre 2015 y 2025 sobre la gamificación en educación superior y su relación con principios de educación inclusiva, a fin de identificar orientaciones aplicables a contextos formadores de docentes. Se desarrolló una revisión sistemática de literatura conforme a las directrices PRISMA 2020, mediante búsqueda en bases de datos académicas indexadas. Tras aplicar criterios de inclusión y exclusión, se incluyeron 25 estudios en la síntesis cualitativa final. Los hallazgos evidencian que la gamificación favorece la motivación y el compromiso académico; sin embargo, su aporte a la inclusión depende del diseño pedagógico, la incorporación de principios de accesibilidad y la alineación con marcos como el Diseño Universal para el Aprendizaje. Se concluye que la gamificación puede constituir una herramienta potencialmente inclusiva para la Facultad de Educación, Ciencia y Tecnología, siempre que se implemente desde una perspectiva crítica y fundamentada.

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Citas

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Publicado
2026-03-06
Cómo citar
Melo-López , V.-A., Basantes-Andrade , A. V., & Gudiño-Mejía , C.-B. (2026). Gamificación en la educación inclusiva Facultad de Educación, Ciencia y Tecnología. Ciencia Latina Revista Científica Multidisciplinar, 10(1), 6068-6081. https://doi.org/10.37811/cl_rcm.v10i1.22718
Sección
Ciencias de la Educación