Prisma Journal. Revista de Ciencias Sociales y Humanidades
www.prismajournal.org
ISSN-L: 3091– 1893
DOI: 10.63803
Citar (APA7): Chernes Pazmiño, D. C., Hidalgo Vera, W. J., Robinson Valverde, G. S., Vera Yepez, V. I., & Jumbo Obaco, O. J.
(2026). Gamificación como estrategia para mejorar la motivación y el rendimiento académico. Prisma Journal, 2(1), 108–121.
https://doi.org/10.63803/prisma.v2n1.11
121
Prisma Journal 2026 | Vol. 2 – Núm. 1 | ISSN: 3091-1893 | pp 108–121 | Licencia CC BY 4.0
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( 9 ). https://doi.org/10.1186/s41239-017-0042-5
Fraenkel, J., Wallen , N., & Hyun, H. (2022). How to Design and Evaluate Research in Education. McGraw-
Hill.
George, D., & Mallery, P. (2019). IBM SPSS statistics 26 step by step: A simple guide and reference.
Routledge. https://doi.org/10.4324/9780429056765
Hair Jr, J., M. Hult, G., M. Ringle, C., Sarstedt, M., P. Danks, N., & Ray, S. (2021). Partial Least Squares
Structural Equation Modeling (PLS-SEM) Using R. Springer.
Hernández-Sampieri, R., Mendoza Torres, C. P., y Baptista Lucio, P. (2021). Metodología de la
investigación: Las rutas cuantitativa, cualitativa y mixta (7.ª ed.). McGraw-Hill.
Huang, B., Hew, K., & Lo, C. (2019). Investigating the effects of gamification-enhanced flipped learning on
undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments,
27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653
INEC. (2023). Tecnologías de la Información y Comunicación (TIC) – Encuesta nacional de empleo,
desempleo y subempleo. https://www.ecuadorencifras.gob.ec/tecnologias-de-la-informacion-y-
comunicacion-tic/
Li, Y., Wu, R., Li, D., & Fan, H. (2019). Can scarcity of products promote or restrain consumers' word-of-
mouth in social networks? The moderating roles of products' social visibility and consumers' self-
construal. Computers in Human Behavior, 95, 14-23. https://doi.org/10.1016/j.chb.2019.01.013
M. Ryan, R., & Deci , E. (2020). Intrinsic and extrinsic motivation from a self-determination theory
perspective: Definitions, theory, practices, and future directions. Contemporary Educational
Psychology, 61. https://doi.org/10.1016/j.cedpsych.2020.101860
Panadero, E., Andrade, H., & Brookhart , S. (2018). Fusing self-regulated learning and formative assessment:
a roadmap of where we are, how we got here, and where we are going. The Australian Educational
Researcher, 45, 13–31. https://doi.org/10.1007/s13384-018-0258-y
Subhash, S., y Cudney, E. (2018). Gamified learning in higher education: A systematic review of the
literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
Tabachnick , B., & Fidell, L. (2022). Using Multivariate Statistics, 7th edition. Pearson.
UNESCO. (2022). Global education monitoring report 2022: Technology in education—A tool on whose
terms? UNESCO Publishing.
Zainuddin , Z., Kai Wah Chu, S., Shujahat, M., & Perera, C. (2020). The impact of gamification on learning
and instruction: A systematic review of empirical evidence. Educational Research Review, 30.
https://doi.org/10.1016/j.edurev.2020.100326