La gamificación como estrategia pedagógica para promover el pensamiento crítico en estudiantes de primaria: Revisión sistemática
Gamification as a pedagogical strategy to promote critical thinking in primary school students: Systematic reviewContenido principal del artículo
Introducción: El pensamiento crítico es una competencia fundamental en la educación contemporánea; sin embargo, persiste una tendencia en los estudiantes a la memorización mecánica sin procesos de análisis, argumentación ni reflexión profunda. Objetivo: Analizar la influencia de la gamificación en el desarrollo del pensamiento crítico en estudiantes de educación primaria mediante una revisión sistemática de la literatura científica. Metodología: Se empleó el método de revisión sistemática bajo el protocolo PRISMA. La búsqueda se realizó en las bases de datos Scopus, SciELO, Redalyc y Google Académico, considerando estudios publicados entre 2019 y 2025. Inicialmente se identificaron 487 artículos, de los cuales 20 cumplieron los criterios de inclusión, incluyendo disponibilidad de DOI o URL verificable, pertinencia temática y rigor metodológico. Resultados: La evidencia revisada indica que la gamificación tiene efectos positivos en el proceso de enseñanza-aprendizaje, especialmente en el incremento de la motivación, la participación activa y el desarrollo de habilidades asociadas al pensamiento crítico, tales como la interpretación, el análisis y la inferencia. Conclusiones: Se concluye que la gamificación constituye una estrategia pedagógica innovadora y efectiva para fomentar el pensamiento crítico en estudiantes de educación primaria, contribuyendo además al cumplimiento del Objetivo de Desarrollo Sostenible 4: Educación de calidad.
Introduction: Critical thinking is a fundamental competency in contemporary education; however, a trend toward rote memorization persists among students, lacking processes of analysis, argumentation, or deep reflection. Objective: To analyze the influence of gamification on the development of critical thinking in primary education students through a systematic review of the scientific literature. Methodology: A systematic review was conducted following the PRISMA protocol. The search was performed across the Scopus, SciELO, Redalyc, and Google Scholar databases, considering studies published between 2019 and 2025. Initially, 487 articles were identified, of which 20 met the inclusion criteria, including DOI availability or verifiable URL, thematic relevance, and methodological rigor. Results: The reviewed evidence indicates that gamification has positive effects on the teaching-learning process, particularly in increasing motivation, active participation, and the development of skills associated with critical thinking, such as interpretation, analysis, and inference. Conclusions: Gamification constitutes an innovative and effective pedagogical strategy for fostering critical thinking in primary education students, further contributing to the achievement of Sustainable Development Goal 4: Quality Education.
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