Estrategias del juego como intervención eficaz en los aprendizajes: Un artículo de revisión sistemática
Game-Based Strategies as an Effective Intervention in Learning: A Systematic ReviewContenido principal del artículo
Introducción: Los abordajes lúdicos son herramientas pedagógicas clave para favorecer la adquisición de conocimientos contextualizados y promover la motivación y el compromiso estudiantil. Objetivo: Analizar la evidencia empírica sobre la eficacia de las estrategias basadas en el juego como intervención pedagógica, identificando hallazgos, tendencias metodológicas e implicaciones para la práctica educativa. Metodología: Se realizó una revisión sistemática siguiendo el protocolo PRISMA en las bases de datos Web of Science, Scopus y SciELO. Se incluyeron 20 estudios empíricos publicados entre 2023 y 2026. La técnica de análisis de contenido permitió categorizar los hallazgos en tres ejes: gamificación y motivación, juegos serios y rendimiento, y aprendizaje basado en el juego en ciencias. Resultados: El 85 % de los estudios reporta efectos positivos en motivación, el 70 % evidencia mejoras en rendimiento académico y el 60 % identifica fortalecimiento del compromiso estudiantil. Los enfoques lúdicos demostraron eficacia en generar experiencias de aprendizaje activas y contextualizadas, especialmente cuando se integran de manera planificada. Conclusiones: Las estrategias lúdicas constituyen intervenciones pedagógicas prometedoras para mejorar motivación, rendimiento y compromiso de los estudiantes. Su efectividad depende del diseño instruccional y del contexto disciplinar, por lo que se recomienda su implementación reflexiva y adaptada a las necesidades educativas específicas.
Introduction: Play-based approaches are essential pedagogical tools for fostering contextualized knowledge acquisition and enhancing student motivation and engagement. Objective: This study aims to analyze the empirical evidence regarding the effectiveness of game-based strategies as pedagogical interventions, identifying key findings, methodological trends, and implications for educational practice. Methodology: A systematic review was conducted following the PRISMA protocol across the Web of Science, Scopus, and SciELO databases. Twenty empirical studies published between 2023 and 2026 were included. Content analysis was employed to categorize the findings into three thematic axes: gamification and motivation, serious games and academic performance, and game-based learning in the sciences. Results: The findings indicate that 85% of the studies report positive effects on motivation, 70% evidence improvements in academic performance, and 60% identify enhanced student engagement. Play-based approaches proved effective in generating active and contextualized learning experiences, particularly when integrated through structured instructional planning. Conclusions: Game-based strategies constitute promising pedagogical interventions for improving student motivation, performance, and engagement. Their effectiveness depends on instructional design and disciplinary context; therefore, their reflective implementation, tailored to specific educational needs, is recommended.
Detalles del artículo

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0.
Cómo citar
Referencias
Ahmadov, T., Karimov, A., Durst, S., Saarela, M., Gerstlberger, W., Wahl, M. F. y Karkkainen, T. (2025). A two-phase systematic literature review on the use of serious games for sustainable environmental education. Interactive Learning Environments, 33(3), 1945-1966. https://doi.org/10.1080/10494820.2024.2414429
Al-Muqbali, A., Al-Nabhani, Z. y Shahat, M. A. (2026). Digital game-based learning in science education: Advancing motivation and deep understanding among middle school girls. Journal of Technology and Science Education, 16(2), 423-445. https://doi.org/10.3926/jotse.3839
Al Ghawail, E. A. y Ben Yahia, S. (2026). Mobile augmented reality techniques with gamification to enhance learnability for higher institute students of chemistry course. Journal of Applied Research in Higher Education, 18(1), 121-147. https://doi.org/10.1108/JARHE-11-2023-0508
Alotaibi, M. S. (2024). Game-based learning in early childhood education: a systematic review and meta-analysis. Frontiers in psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881
Bittner, K. (2021). Engagement and immersion in digital play: Supporting young children’s digital wellbeing. International journal of environmental research and public health, 18(19), 10179. https://doi.org/10.3390/ijerph181910179
Bodrova, E., Leong, D. J. y Yudina, E. (2023). Play is a play, is a play, is a play… or is it? Challenges in designing, implementing and evaluating play-based interventions. Frontiers in psychology, 14, 1034633. https://doi.org/10.3389/fpsyg.2023.1034633
Colomo, E., Colomo, A., Cívico, A. y Basgall, L. (2024). Pre-service primary teachers' perceptions of gamification as a methodology. JOTSE: Journal of Technology and Science Education, 14(1), 109-122. https://doi.org/10.3926/jotse.2204
Dar, J. A., Nandi, A. y Rather, M. A. (2026). Gamification and educational technology synergy in higher education. Discover Education, 5(1), 267. https://doi.org/10.1007/s44217-026-01285-4
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K. y Noroozi, O. (2024). Using gamification to support learning in K‐12 education: A systematic literature review. British journal of educational technology, 55(1), 34-70. https://doi.org/10.1111/bjet.13335
Emiroglu, E., Grant, C. A., Sermet, Y. y Demir, I. (2025). Floodcraft: Game-based interactive learning environment using Minecraft for flood mitigation for K-12 education. International journal of disaster risk reduction, 105799. https://doi.org/10.1016/j.ijdrr.2025.105799
Er, Z., Akin, A. y Sezgin, H. S. (2026). Comparative mediator analysis: establishing links between mathematical thinking and creativity through digital game addiction and violent tendencies across gifted and non-gifted student groups. Frontiers in psychology, 17, 1776528. https://doi.org/10.3389/fpsyg.2026.1776528
Garzón, J. y Acevedo, J. (2019). Meta-analysis of the impact of Augmented Reality on students’ learning gains. Educational Research Review, 27, 244-260. https://doi.org/10.1016/j.edurev.2019.04.001
Gök, D. P. y Kara, N. (2026). Serious games in science education: A systematic bibliometric and content analysis. Computers and Composition, 15(6), 330. https://doi.org/10.3390/computers15060330
Gyedu, F. O., Partey, P. A., Boafo, F. A. y Agbo, D. D. (2026). Gamification effect: Enhancing student learning outcomes in higher education: A meta-analysis and policy implications. Sage Open, 16(1), 21582440261421375. https://doi.org/10.1177/21582440261421375
Irabor, T.-J., Yameogo, P. S. A., Perrin, L., Pétré, B., Faulx, D., Ruëgg, S. R. y Antoine-Moussiaux, N. (2025). Gaming for change-exploring systems thinking and sustainable practices through complexity-inspired game mechanics. Humanities and Social Sciences Communications, 12(1), 1-14. https://doi.org/10.1057/s41599-025-04990-x
Jaruchainiwat, P., Khayankij, S., Hemchayart, W. y Tamrongath, U. (2024). Promoting young children’s creative thinking, social skills, and attention using guided play and loose parts. Kasetsart Journal of Social Sciences, 45(1), 121–128-121–128. https://doi.org/10.34044/j.kjss.2024.45.1.13
Karakoç, B., Eryılmaz, K., Turan Özpolat, E. y Yıldırım, İ. (2022). The effect of game-based learning on student achievement: A meta-analysis study. Technology, Knowledge and Learning, 27(1), 207-222. https://doi.org/10.1007/s10758-020-09471-5
Krath, J., Schürmann, L. y Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in human behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
Li, M., Ma, S. y Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549
Machado, A. D. (2025). INSTRUCTIONAL DESIGN FOR MULTIMEDIA: STRATEGIES TO ENHANCE LEARNING IN THE CONTEXT OF EMERGING TECHNOLOGIES. Editora Impacto Científico, 2230-2256. https://periodicos.newsciencepubl.com/editoraimpacto/article/view/6447
Manzano, A., Camacho, P., Guerrero, M. A., Guerrero, L., Aguilar, J. M., Trigueros, R. y Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
Morales, J. y Ruiz, E. (2025). Revisión sistemática de literatura para gamificación en cursos en línea. RIDE Revista iberoamericana para la investigación y el desarrollo educativo, 15(30). https://doi.org/10.23913/ride.v15i30.2255
Nesbitt, K. T., Blinkoff, E., Golinkoff, R. M. y Hirsh-Pasek, K. (2023). Making schools work: An equation for active playful learning. Theory Into Practice, 62(2), 141-154. https://doi.org/10.1080/00405841.2023.2202136
Ortiz, M., Chiluiza, K., Valcke, M. y Bolanos, C. (2025). How gamification boosts learning in STEM higher education: a mixed methods study. International Journal of STEM Education, 12(1), 1. https://doi.org/10.1186/s40594-024-00521-3
Partarakis, N. y Zabulis, X. (2024). A review of immersive technologies, knowledge representation, and AI for human-centered digital experiences. Electronics, 13(2), 269. https://doi.org/10.3390/electronics13020269
Patiño, A., Ramírez, M. S. y Buenestado, M. (2023). Active learning and education 4.0 for complex thinking training: analysis of two case studies in open education. Smart Learning Environments, 10(1), 8. https://doi.org/10.1186/s40561-023-00229-x
Rajabalipour, S. (2026). From play to page: How flexibility and growth-oriented mindset shape knowledge transfer between gaming and writing. Computers and Composition, 80, 102996. https://doi.org/10.1016/j.compcom.2026.102996
Ramírez, A., Benarroch, A., Carrillo, F. J. y Aguilera, D. (2025). Video games and key competencies’ development in STEM areas: A systematic review. European Journal of Science and Mathematics Education, 13(4), 336-351. https://doi.org/10.30935/scimath/17409
Rodrigues, L., Pereira, F. D., Toda, A. M., Palomino, P. T., Pessoa, M., Carvalho, L. S. G., Fernandes, D., Oliveira, E. H. T., Cristea, A. I., y Isotani, S. (2022). Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. International Journal of Educational Technology in Higher Education, 19(1), 13. https://doi.org/10.1186/s41239-021-00314-6
Rodriguez, L., Paredes, M. y Urquiza, J. (2024). The educational impact of a comprehensive serious game within the university setting: Improving learning and fostering motivation. Heliyon, 10(16). https://doi.org/10.1016/j.heliyon.2024.e35608
Sailer, M., Hense, J. U., Mayr, S. K. y Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in human behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
Sailer, M. y Sailer, M. (2021). Gamification of in‐class activities in flipped classroom lectures. British journal of educational technology, 52(1), 75-90. https://doi.org/10.1111/bjet.12948
Shimomura, Y. (2023). The definition of play: A measurement scale for well-being based on human physiological mechanisms. Sustainability, 15(13), 10725. https://doi.org/10.3390/su151310725
Soriano, J. G., Quijano, R. y Airado, D. (2026). The Impact of Game-Based Learning on Motivation, Self-Efficacy, and Academic Achievement in the Natural Sciences: A Meta-Analysis. Education Sciences, 16(1), 122. https://doi.org/10.3390/educsci16010122
Tayan, O., Hammouri, A. I., Askool, S., Aljohani, H. y Makrami, B. (2026). Flipped and Immersive Student Learning Strategy using Metaverse, Augmented & Virtual Reality in Higher Education: a Case Study of Student and Faculty Perspectives. TechTrends, 70(1), 8-22. https://doi.org/10.1007/s11528-025-01122-9
Toda, A. M., do Carmo, R. M., da Silva, A. P., Bittencourt, I. I. y Isotani, S. (2019). An approach for planning and deploying gamification concepts with social networks within educational contexts. International Journal of Information Management, 46, 294-303. https://doi.org/10.1016/j.ijinfomgt.2018.10.001
Vaz, C. y Coelho, A. (2022). Game-based learning, gamification in education and serious games. Computers, 11(3), 36. https://doi.org/10.3390/computers11030036
Veraksa, N., Pramling Samuelsson, I. y Colliver, Y. (2022). Early child development in play and education: A cultural-historical paradigm. Frontiers in psychology, 13, 968473. https://doi.org/10.3389/fpsyg.2022.968473
Weisberg, D. S., Hirsh-Pasek, K., Golinkoff, R. M., Kittredge, A. K. y Klahr, D. (2026). Guided play: Principles and practices. Current directions in psychological science, 25(3), 177-182. https://doi.org/10.1177/0963721416645512
Xu, W. y Dai, W.-A. (2026). Exploring the efficacy of game-based pedagogy: A three-level meta-analysis of game-based learning and gamification. Active Learning in Higher Education, 14697874261424519. https://doi.org/10.1177/14697874261424519
Younas, M., Noor, U., Menhas, R., Jiang, Y. y El‐Dakhs, D. A. S. (2026). Exploring University Students' Attitudes Toward Gamified Learning Management Systems: An Extended Technology Acceptance Model Approach. European Journal of Education, 61(1), e70531. https://doi.org/10.1111/ejed.70531