Gamificación y desarrollo de la creatividad en la educación inicial: Una revisión narrativa de la literatura
Gamification and Creativity Development in Early Childhood Education: A Narrative Literature ReviewContenido principal del artículo
Detalles del artículo

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0.
Cómo citar
Referencias
Abramovich, S., Schunn, C., & Mitsven, R. M. (2013). Are badges useful in education?: it depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 51(2), 217-232. https://doi.org/10.1007/s11423-013-9289-2
DOIGoogle Scholar
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
DOIGoogle Scholar
Álvarez, A., & Polanco, N. (2019). La tecnología como experiencia de aprendizaje en la educación. Revista Docentes 2.0, 6(4), 19–23. https://doi.org/10.37843/rted.v6i4.30
DOIGoogle Scholar
Arellano, L. M., Tapia, M. G., Arellano, K. V., & Panamá, M. M. (2024). Gamificación en la Educación como Tendencia en la Práctica de la Labor Docente. Ciencia Latina Revista Científica Multidisciplinar, 8(1), 7599-7615. https://doi.org/10.37811/cl_rcm.v8i1.10089
DOIGoogle Scholar
Arévalo, C., López, M., & Sánchez, R. (2022). Innovación pedagógica mediante gamificación. Horizontes. Revista De Investigación En Ciencias De La Educación, 6(24), 112-128. https://doi.org/10.33996/revistahorizontes.v6i24.400
DOIGoogle Scholar
Aslam, M. W., Chudhary, G., Aqeel, M., Irfan, D., Hamza, A., & Raza, M. (2022). Early Childhood Education through Gamification. Innovative Computing Review, 2(1), 53–72. https://doi.org/10.32350/icr.0201.04
DOIGoogle Scholar
Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227. https://doi.org/10.1016/j.childyouth.2020.105227
DOIGoogle Scholar
Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529. https://doi.org/10.1016/j.compedu.2011.02.010
DOIGoogle Scholar
Buendía Cueva, G. I., Tasayco Diaz, A. P., & Menacho Rivera, A. S. (2025). Gamificación y tecnología en la educación infantil: una revisión sistemática. Revista InveCom, 5(3), e050381. https://doi.org/10.5281/zenodo.14549138
DOIGoogle Scholar
Cano-Moya, J. L., Isaza-Gómez, G. D., & Valencia-Guzmán, J. D. (2023). El juego como estrategia didáctica para la construcción de habilidades sociales en los niños de la comuna 20 de la ciudad de Cali. Retos, 48, 261-270. https://doi.org/10.47197/retos.v48.96989
DOIGoogle Scholar
Cárdenas-Peralta, C. I., & Ochoa-Encalada, S. C. (2021). Competencias digitales en docentes de Educación Inicial: Desafíos en época de pandemia. EPISTEME KOINONIA, 4(8), 370–387. https://doi.org/10.35381/e.k.v4i8.1385
DOIGoogle Scholar
Chow, C., Riantiningtyas, R. R., Kanstrup, M., Papavasileiou, M., Liem, G., & Olsen, A. (2020). Can games change children's eating behaviour? A review of gamification and serious games. Food Quality and Preference, 80, 103823. https://doi.org/10.1016/j.foodqual.2019.103823
DOIGoogle Scholar
Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. HarperCollins. https://doi.org/10.1007/978-94-017-9088-8
DOIGoogle Scholar
Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Springer. https://doi.org/10.1007/978-1-4899-2271-7
DOIGoogle Scholar
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
DOIGoogle Scholar
García, S. G., Nicolás, A. H., Cano, M. G., & Alonso, J. M. R. (2021). Gamification in the childhood education classroom. South Florida Journal of Development, 2(1), 623–632. https://doi.org/10.46932/sfjdv2n1-045
DOIGoogle Scholar
Ibarra Torres, F., Fernández Peña, F., Mayorga Santana, V., & Carrión Atiaja, J. M. (2022). Digital panels in the development of graphomotor skills in children from 3 to 5 years old. 2022 International Conference on Electrical, Computer and Energy Technologies (ICECET), 1-6. https://doi.org/10.1109/ICECET55527.2022.9872972
DOIGoogle Scholar
Iten, N., & Petko, D. (2016). Learning with serious games: Is fun playing the game a predictor of learning success? British Journal of Educational Technology, 64(1), 151-163. https://doi.org/10.1111/bjet.12226
DOIGoogle Scholar
Jagušt, T., Botički, I., & So, H. J. (2017). Gamified digital math lessons for lower primary school students. Computers & Education, 112, 1-17. https://doi.org/10.1016/j.compedu.2017.04.010
DOIGoogle Scholar
Juárez Jorge, L., Martínez Villanueva, M. del C., Rosas Sánchez, S. J., Solís Pérez, A. E., & García Parada, R. (2023). El impacto de la tecnología en educación básica. caso de estudio: Preescolar Gabriel Ramos Millán, Estado de México. Revista NeyArt, 1(1), 17–37. https://doi.org/10.61273/neyart.v1i1.25
DOIGoogle Scholar
Kuswandi, D., & Fadhli, M. (2022). The effects of gamification method and cognitive style on children's early reading ability. Cogent Education, 9(1), 2145809. https://doi.org/10.1080/2331186X.2022.2145809
DOIGoogle Scholar
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 19(2), 1-5. https://www.researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother
Linares, W. (2022). Playful strategies for critical-creative thinking in five-year-old children. Revista Innova Educación, 4(1), 122-135. https://doi.org/10.35622/j.rie.2022.03.011.en
DOIGoogle Scholar
Lorenzo-Lledó, A., Pérez Vázquez, E., Andreu Cabrera, E., & Lorenzo Lledó, G. (2023). Aplicación de la gamificación en Educación Infantil y Educación Primaria: análisis temático. Retos, 50, 858–875. https://doi.org/10.47197/retos.v50.97366
DOIGoogle Scholar
Lucas Guadamud, L. A., & Agramonte Rosell, R. de la C. (2024). Sistema de actividades lúdicas para fortalecer el desarrollo socioemocional en niños y niñas. Ciencia Latina Revista Científica Multidisciplinar, 8(4), 5474–5492. https://doi.org/10.37811/cl_rcm.v8i4.12763
DOIGoogle Scholar
Manzano-León, A., Camacho-Lazarraga, P., Guerrero-Puerta, M. A., Guerrero-Puerta, L. M., Alías, A., & Aguilar-Parra, J. M. (2021). Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies. International Journal of Environmental Research and Public Health, 18(3), 960. https://doi.org/10.3390/ijerph18030960
DOIGoogle Scholar
Monguillot Hernando, M., González Arévalo, C., Zurita Molina, F., Almirall Batet, L., & Guitert Catasús, M. (2015). Play the Game: Gamification and healthy habits in physical education. Apunts. Educación Física y Deportes, (119), 71-79. https://doi.org/10.5672/apunts.2014-0983.es.(2015/1).119.04
DOIGoogle Scholar
Núñez-Pacheco, R., Barreda-Parra, A., Castro-Gutierrez, E., Turpo-Gebera, O., & Aguaded, I. (2023). Professor's perception of the use of digital skills and gamification in a Peruvian university. Frontiers in Education, 8, 1179684. https://doi.org/10.3389/feduc.2023.1179684
DOIGoogle Scholar
Nurjanah, N. E. (2024). Developing Creative Thinking in Preschool Children: A Comprehensive Review of Innovative Approaches. European Journal of Educational Research, 13(3), 1303-1319. https://doi.org/10.12973/eu-jer.13.3.1303
DOIGoogle Scholar
Ortiz-Colón, A. M., Jordán, J., & Agredal, M. (2018). Gamificación en educación: Una panorámica sobre el estado de la cuestión. Educação e Pesquisa, 44, e173773. https://www.researchgate.net/publication/324704639_Gamificacion_en_educacion_una_panoramica_sobre_el_estado_de_la_cuestion
Pekárková, S., Milková, E., & Ševčíková, A. (2017). Affective domains, intrinsic motivation and game-based application in early childhood education. In Z. Bekirogullari, M. Y. Minas, & R. X. Thambusamy (Eds.), ICEEPSY 2017: Education and Educational Psychology (Vol. 31, pp. 735–741). Future Academy. https://doi.org/10.1080/10494820.2016.1224250
DOIGoogle Scholar
Peláez, C., & Solano, A. F. (2023). A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability, 15(3), 2385. https://doi.org/10.3390/su15032385
DOIGoogle Scholar
Piaget, J. (1962). Play, dreams and imitation in childhood. Routledge. https://doi.org/10.4324/9781315009698
DOIGoogle Scholar
Pimentel-Ponce, M., Romero-Galisteo, R., Palomo-Carrión, R., Pinero-Pinto, E., Merchán-Baeza, J., Ruiz-Muñoz, M., & Oliver-Parra, J. (2021). Gamification and neurological motor rehabilitation in children and adolescents: A systematic review. Neurología, 36(3), 266-274. https://doi.org/10.1016/j.nrl.2021.02.011
DOIGoogle Scholar
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-6. https://doi.org/10.1108/10748120110424816
DOIGoogle Scholar
Rothstein, J. D., Buckland, A. J., Gagnier, K., Ochoa, M., Allen-Valley, A., Jivapong, B., Cabrera, L. Z., Harvey, S. A., & Oberhelman, R. A. (2021). Assessing the play and learning environments of children under two years in peri-urban Lima, Peru: A formative research study. BMC Public Health, 21(1), 108. https://doi.org/10.1186/s12889-020-10119-3
DOIGoogle Scholar
Runco, M. A. (2010). Creativity has no dark side. In D. H. Cropley, A. J. Cropley, J. C. Kaufman, & M. A. Runco (Eds.), The dark side of creativity (pp. 15-32). Cambridge University Press. https://doi.org/10.1017/CBO9780511761225.003
DOIGoogle Scholar
Sánchez-Pacheco, C. L. (2019). Gamificación: Un nuevo enfoque para la educación ecuatoriana. Revista Docentes 2.0, 7(2), 96–105. https://doi.org/10.37843/rted.v7i2.16
DOIGoogle Scholar
Skene, K., O’Farrelly, C. M., Byrne, E. M., Kirby, N., Stevens, E. C., & Ramchandani, P. G. (2022). Can guidance during play enhance children’s learning and development in educational contexts? A systematic review and meta-analysis. Child Development, 93(4), 1162–1180. https://doi.org/10.1111/cdev.13730
DOIGoogle Scholar
Smilansky, S. (1968). The effects of sociodramatic play on disadvantaged preschool children. John Wiley & Sons.
Suleiman-Martos, N., García-Lara, R. A., Martos-Cabrera, M. B., Albendín-García, L., Romero-Béjar, J. L., & Cañadas-De la Fuente, G. A. (2021). Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. Nutrients, 13(7), 2478. https://doi.org/10.3390/nu13072478
DOIGoogle Scholar
Torrance, E. P. (1972). Predictive validity of the Torrance Tests of Creative Thinking. Journal of Creative Behavior, 6(4), 236-252. https://doi.org/10.1002/j.2162-6057.1972.tb00936.x
DOIGoogle Scholar
Üret, A., & Ceylan, R. (2021). Exploring the effectiveness of STEM education on the creativity of 5-year-old kindergarten children. European Early Childhood Education Research Journal, 29(3), 413-428. https://doi.org/10.1080/1350293X.2021.1913204
DOIGoogle Scholar
Vasalou, A., Khaled, R., Holmes, W., & Gooch, D. (2017). Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play. Computers & Education, 114, 175-192. https://doi.org/10.1016/j.compedu.2017.06.009
DOIGoogle Scholar
Verde-Quintanilla, J., Ramirez-Felipe, N., Bravo-Llerena, K., & Gonzales-Macavilca, M. (2021). Benefits of Gamified Evaluations for Virtual Education in Pandemic Context According to the Peruvian Teachers Perception. 2021 IEEE Sciences and Humanities International Research Conference (SHIRCON), 1-4. https://doi.org/10.1109/SHIRCON53068.2021.9652355
DOIGoogle Scholar
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press. https://doi.org/10.2307/j.ctvjf9vz4
DOIGoogle Scholar
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press. https://doi.org/10.2307/j.ctvjf9vz4
DOIGoogle Scholar
Zainuddin, Z., & Keumala, C. M. (2021). Gamification concept without digital platforms: A strategy for parents on motivating children study at home during COVID-19 pandemic. PEDAGOGIK: Jurnal Pendidikan, 8(1), 156–193. https://doi.org/10.33650/pjp.v8i1.2174
DOIGoogle Scholar
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
DOIGoogle Scholar
Zdanevych, L., Buchkivska, G., Greskova, V. V., Аndriievskyi, B. M., & Perminova, L. (2020). Creativity Formation in the Context of Social and Psychological Adaptation of Preschoolers Aged 5-6 Years. International Journal of Cognitive Research in Science, Engineering and Education, 8(Special issue), 79-91. https://doi.org/10.23947/2334-8496-2020-8-si-79-91
DOIGoogle Scholar