<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2007-7467</journal-id>
<journal-title><![CDATA[RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo]]></journal-title>
<abbrev-journal-title><![CDATA[RIDE. Rev. Iberoam. Investig. Desarro. Educ]]></abbrev-journal-title>
<issn>2007-7467</issn>
<publisher>
<publisher-name><![CDATA[Centro de Estudios e Investigaciones para el Desarrollo Docente A.C.]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2007-74672024000100659</article-id>
<article-id pub-id-type="doi">10.23913/ride.v14i28.1902</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Impacto de la gamificación en el aprendizaje de estudiantes universitarios]]></article-title>
<article-title xml:lang="en"><![CDATA[Impact of gamification on university students' learning]]></article-title>
<article-title xml:lang="pt"><![CDATA[Impacto da gamificação no aprendizado de estudantes universitários]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos Cevallos]]></surname>
<given-names><![CDATA[Magda Patricia]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Segovia Avendaño]]></surname>
<given-names><![CDATA[Matilde Esther]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Juárez Tamayo]]></surname>
<given-names><![CDATA[Nélyda]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad César Vallejo  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Perú</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad César Vallejo  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Perú</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad César Vallejo  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Perú</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2024</year>
</pub-date>
<volume>14</volume>
<numero>28</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2007-74672024000100659&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2007-74672024000100659&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2007-74672024000100659&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La aplicación de estrategias de gamificación en la educación superior ha cobrado especial relevancia en estos últimos años a raíz de la pandemia por covid-19. Por eso, el objetivo del presente trabajo es identificar el impacto de dichas estrategias en el aprendizaje de estudiantes universitarios. Para ello, se efectuó un análisis de revisión de revisiones en la base Scopus utilizando términos asociados a la temática en cuestión, en la que se recurrió a la plataforma Rayyan. En concreto, se seleccionaron artículos publicados entre 2019 y 2023 de significativa aportación relacionados con el uso de estrategias de enseñanza a nivel profesional. Los resultados indicaron que la mayor cantidad de trabajos fueron divulgados a partir del año 2020 en España y Estados Unidos, los cuales impactaron principalmente en la motivación, el compromiso, la participación, la interacción y el trabajo en equipo. Como conclusión, se obtuvo el 100 % de coincidencia entre los autores, al señalar que la aplicación de la gamificación a nivel universitario es una estrategia con la capacidad de generar mejoras importantes en la experiencia educativa del estudiante; sin embargo, las concomitancias sobre el impacto en los resultados académicos alcanzaron el 73 %.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The application of gamification strategies in higher education has gained special relevance in recent years as a result of the COVID-19 pandemic. In this order of ideas, the objective of this paper is to identify the impact of these strategies on the learning of university students. In this sense, a review analysis of reviews was carried out in the Scopus database using terms associated with the subject in question, in which the Rayyan platform was used. For this, articles of significant contribution, related to the use of teaching strategies at a professional level, were identified and selected, applying exclusion and exclusion criteria in the period 2019-2023. The results indicated that the largest number of studies were published as of 2020 in Spain and the United States. These mainly impacted on motivation, commitment, participation, interaction and teamwork. In conclusion, a 100% coincidence was obtained between the authors, noting that the application of gamification at the university level is a strategy with the capacity to generate important improvements in the educational experience of the student, however, the concomitances on the impact in academic results they reached 73%.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo A aplicação de estratégias de gamificação no ensino superior ganhou especial relevância nos últimos anos em decorrência da pandemia da COVID-19. Nesse contexto, o objetivo deste artigo é identificar o impacto dessas estratégias no aprendizado dos estudantes universitários. Para isso, foi realizada uma análise de revisões na base de dados Scopus com termos associados ao tema em questão, utilizando a plataforma Rayyan. Para isso, foram identificados e selecionados artigos de contribuição significativa relacionados ao uso de estratégias de ensino em nível profissional, aplicando critérios de exclusão e exclusão para o período de 2019-2023. Os resultados indicaram que o maior número de estudos foi publicado a partir de 2020 na Espanha e nos Estados Unidos. Esses estudos tiveram impacto principalmente na motivação, no compromisso, na participação, na interação e no trabalho em equipe. Em conclusão, houve 100% de concordância entre os autores de que a aplicação da gamificação no nível universitário é uma estratégia com a capacidade de gerar melhorias significativas na experiência educacional do aluno; no entanto, as concordâncias sobre o impacto nos resultados acadêmicos chegaram a 73%.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
<kwd lng="es"><![CDATA[educación superior]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje]]></kwd>
<kwd lng="es"><![CDATA[estudiantes]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Higher Education]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[Students]]></kwd>
<kwd lng="pt"><![CDATA[gamificação]]></kwd>
<kwd lng="pt"><![CDATA[ensino superior]]></kwd>
<kwd lng="pt"><![CDATA[aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[estudantes]]></kwd>
</kwd-group>
</article-meta>
</front><back>
<ref-list>
<ref id="B1">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Abdul]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Abd]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Ali]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Hanafiah]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Educational escape rooms in pharmacy education: A narrative review]]></article-title>
<source><![CDATA[Pharmacy Education]]></source>
<year>2022</year>
<volume>22</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>540-57</page-range></nlm-citation>
</ref>
<ref id="B2">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Abdul]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Abdul]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Yusoff]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Hadie]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Developing an interactive PBL environment via persuasive gamify elements: A scoping review]]></article-title>
<source><![CDATA[Research and Practice in Technology Enhanced Learning]]></source>
<year>2022</year>
<volume>17</volume>
<numero>1</numero>
<issue>1</issue>
</nlm-citation>
</ref>
<ref id="B3">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ahmad]]></surname>
<given-names><![CDATA[I.]]></given-names>
</name>
<name>
<surname><![CDATA[Sharma]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Singh]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Gehlot]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Priyadarshi]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
<name>
<surname><![CDATA[Twala]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[MOOC 5.0: A Roadmap to the Future of Learning]]></article-title>
<source><![CDATA[Sustainability (Switzerland)]]></source>
<year>2022</year>
<volume>14</volume>
<numero>18</numero>
<issue>18</issue>
<page-range>1-17</page-range></nlm-citation>
</ref>
<ref id="B4">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bahtiar]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Segara]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Suyoto]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Design of smart gamification in village tourism: An Indonesian case study]]></article-title>
<source><![CDATA[International Journal of Engineering Pedagogy]]></source>
<year>2020</year>
<volume>10</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>82-93</page-range></nlm-citation>
</ref>
<ref id="B5">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Balch]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Efron]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
<name>
<surname><![CDATA[Bihorac]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Loftus]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification for Machine Learning in Surgical Patient Engagement]]></article-title>
<source><![CDATA[Frontiers in Surgery]]></source>
<year>2022</year>
<volume>9</volume>
<page-range>1-6</page-range></nlm-citation>
</ref>
<ref id="B6">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Burlacu]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Coman]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Bularca]]></surname>
<given-names><![CDATA[M. C.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic]]></article-title>
<source><![CDATA[Sustainability (Switzerland)]]></source>
<year>2023</year>
<volume>15</volume>
<numero>8</numero>
<issue>8</issue>
<page-range>1-35</page-range></nlm-citation>
</ref>
<ref id="B7">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Camacho-Sánchez]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Manzano-León]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Rodríguez-Ferrer]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Serna]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Lavega-Burgués]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Game-Based Learning and Gamification in Physical Education: A Systematic Review]]></article-title>
<source><![CDATA[Education Sciences]]></source>
<year>2023</year>
<volume>13</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>2-12</page-range></nlm-citation>
</ref>
<ref id="B8">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Chytas]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Piagkou]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Natsis]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Outcomes of the implementation of game-based anatomy teaching approaches: An overview]]></article-title>
<source><![CDATA[Morphologie]]></source>
<year>2022</year>
<volume>106</volume>
<numero>352</numero>
<issue>352</issue>
<page-range>8-14</page-range></nlm-citation>
</ref>
<ref id="B9">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Dama&#353;evi&#269;ius]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Maskeli&#363;nas]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Bla&#382;auskas]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Serious Games and Gamification in Healthcare: A Meta-Review]]></article-title>
<source><![CDATA[Information (Switzerland)]]></source>
<year>2023</year>
<volume>14</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>1-31</page-range></nlm-citation>
</ref>
<ref id="B10">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[De Noreña Martínez]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[González]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Ezpeleta]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Games as therapy. Part I: use of video games in clinical neurology]]></article-title>
<source><![CDATA[Kranion]]></source>
<year>2022</year>
<volume>17</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>136-43</page-range></nlm-citation>
</ref>
<ref id="B11">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[El Hafidy]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Rachad]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
<name>
<surname><![CDATA[Idri]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Zellou]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamified mobile applications for improving driving behavior: A systematic mapping study]]></article-title>
<source><![CDATA[Mobile Information Systems]]></source>
<year>2021</year>
<volume>2021</volume>
<page-range>1-24</page-range></nlm-citation>
</ref>
<ref id="B12">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Faure-Carvallo]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Calderón-Garrido]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Gustems-Carnicer]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Digital Gamification in Secondary Education: A systematic review]]></article-title>
<source><![CDATA[Revista Latina de Comunicacion Social]]></source>
<year>2022</year>
<volume>2022</volume>
<numero>80</numero>
<issue>80</issue>
<page-range>137-54</page-range></nlm-citation>
</ref>
<ref id="B13">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gentry]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Gauthier]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Ehrstrom]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
<name>
<surname><![CDATA[Wortley]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Lilienthal]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Car]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Dauwels-Okutsu]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Nikolaou]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Zary]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
<name>
<surname><![CDATA[Campbell]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Car]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Serious gaming and gamification education in health professions: Systematic review]]></article-title>
<source><![CDATA[Journal of Medical Internet Research]]></source>
<year>2019</year>
<volume>21</volume>
<numero>3</numero>
<issue>3</issue>
<page-range>1-20</page-range></nlm-citation>
</ref>
<ref id="B14">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Grande-de-Prado]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Baelo]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[García-Martín]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Abella-García]]></surname>
<given-names><![CDATA[V.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Mapping Role-Playing Games in Ibero-America: An Educational Review]]></article-title>
<source><![CDATA[Sustainability]]></source>
<year>2020</year>
<volume>12</volume>
<numero>16</numero>
<issue>16</issue>
<page-range>1-12</page-range></nlm-citation>
</ref>
<ref id="B15">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hammady]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Arnab]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Serious Gaming for Behaviour Change: A Systematic Review]]></article-title>
<source><![CDATA[Information (Switzerland)]]></source>
<year>2022</year>
<volume>13</volume>
<numero>3</numero>
<issue>3</issue>
<page-range>1-27</page-range></nlm-citation>
</ref>
<ref id="B16">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hanus]]></surname>
<given-names><![CDATA[M. D.]]></given-names>
</name>
<name>
<surname><![CDATA[Fox]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort and academic performance]]></article-title>
<source><![CDATA[Computers &amp; Education]]></source>
<year>2015</year>
<volume>80</volume>
<page-range>152-61</page-range></nlm-citation>
</ref>
<ref id="B17">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hintze]]></surname>
<given-names><![CDATA[T. D.]]></given-names>
</name>
<name>
<surname><![CDATA[Samuel]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
<name>
<surname><![CDATA[Braaten]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A Systematic Review of Escape Room Gaming in Pharmacy Education]]></article-title>
<source><![CDATA[American Journal of Pharmaceutical Education]]></source>
<year>2023</year>
<volume>87</volume>
<numero>5</numero>
<issue>5</issue>
</nlm-citation>
</ref>
<ref id="B18">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hippalgaonkar]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Li]]></surname>
<given-names><![CDATA[Q.]]></given-names>
</name>
<name>
<surname><![CDATA[Wang]]></surname>
<given-names><![CDATA[X.]]></given-names>
</name>
<name>
<surname><![CDATA[Fisher]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Kirkpatrick]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Buonassisi]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Knowledge-integrated machine learning for materials: Lessons from gameplaying and robotics]]></article-title>
<source><![CDATA[Nature Reviews Materials]]></source>
<year>2023</year>
<volume>8</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>241-60</page-range></nlm-citation>
</ref>
<ref id="B19">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hope]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Grant]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Rogers]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[King]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification in pharmacy education: A systematic quantitative literature review]]></article-title>
<source><![CDATA[The International Journal of Pharmacy Practice]]></source>
<year>2023</year>
<volume>31</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>15-31</page-range></nlm-citation>
</ref>
<ref id="B20">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Lai]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Bower]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Evaluation of technology use in education: Findings from a critical analysis of systematic literature reviews]]></article-title>
<source><![CDATA[Journal of Computer Assisted Learning]]></source>
<year>2020</year>
<volume>36</volume>
<numero>3</numero>
<issue>3</issue>
<page-range>241-59</page-range></nlm-citation>
</ref>
<ref id="B21">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Lampropoulos]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Keramopoulos]]></surname>
<given-names><![CDATA[E.]]></given-names>
</name>
<name>
<surname><![CDATA[Diamantaras]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Evangelidis]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications and Empirical Studies]]></article-title>
<source><![CDATA[Applied Sciences (Switzerland)]]></source>
<year>2022</year>
<volume>12</volume>
<numero>13</numero>
<issue>13</issue>
<page-range>1-27</page-range></nlm-citation>
</ref>
<ref id="B22">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Lei]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<name>
<surname><![CDATA[Wang]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Chiu]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Chen]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Do educational games affect students&#8217; achievement emotions? Evidence from a meta-analysis]]></article-title>
<source><![CDATA[Journal of Computer Assisted Learning]]></source>
<year>2022</year>
<volume>38</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>946-59</page-range></nlm-citation>
</ref>
<ref id="B23">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Magylait&#279;]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Kapo&#269;ius]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Butleris]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[&#268;eponien&#279;]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches]]></article-title>
<source><![CDATA[Applied Sciences (Switzerland)]]></source>
<year>2022</year>
<volume>12</volume>
<numero>16</numero>
<issue>16</issue>
<page-range>1-18</page-range></nlm-citation>
</ref>
<ref id="B24">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Montenegro-Rueda]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Fernández-Cerero]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Mena-Guacas]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Reyes-Rebollo]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Impact of Gamified Teaching on University Student Learning]]></article-title>
<source><![CDATA[Education Sciences]]></source>
<year>2023</year>
<volume>13</volume>
<numero>5</numero>
<issue>5</issue>
<page-range>1-18</page-range></nlm-citation>
</ref>
<ref id="B25">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Moukram]]></surname>
<given-names><![CDATA[Y.]]></given-names>
</name>
<name>
<surname><![CDATA[Manzano-León]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Rodríguez-Ferrer]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Rodríguez-Moreno]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Aguilar-Parra]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A Systematic Review of Gamification as a Playful Strategy to Prevent Bullying]]></article-title>
<source><![CDATA[Environment and Social Psychology]]></source>
<year>2022</year>
<volume>7</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>38-50</page-range></nlm-citation>
</ref>
<ref id="B26">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Muth]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Jenkins]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Claus]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Salvador]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Van Bogaert]]></surname>
<given-names><![CDATA[I.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A toolbox for digitally enhanced teaching in synthetic biology]]></article-title>
<source><![CDATA[FEMS Microbiology Letters]]></source>
<year>2021</year>
<volume>368</volume>
<numero>17</numero>
<issue>17</issue>
<page-range>1-11</page-range></nlm-citation>
</ref>
<ref id="B27">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Nair]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Mathew]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Evaluation of a gamified learning experience: Analysis of factors that impact the effectiveness of a gamified experience]]></article-title>
<source><![CDATA[Revista Conhecimento Online]]></source>
<year>2021</year>
<volume>2</volume>
<page-range>4-20</page-range></nlm-citation>
</ref>
<ref id="B28">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Nieto-Escamez]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
<name>
<surname><![CDATA[Roldán-Tapia]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification as Online Teaching Strategy During COVID-19: A Mini-Review]]></article-title>
<source><![CDATA[Frontiers in Psychology]]></source>
<year>2021</year>
<volume>12</volume>
<page-range>1-9</page-range></nlm-citation>
</ref>
<ref id="B29">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ojeda-Lara]]></surname>
<given-names><![CDATA[O.]]></given-names>
</name>
<name>
<surname><![CDATA[Zaldívar-Acosta]]></surname>
<given-names><![CDATA[M. del S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamificación como metodología innovadora para estudiantes de educación superior]]></article-title>
<source><![CDATA[Revista Docentes 2.0]]></source>
<year>2023</year>
<volume>16</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>5-11</page-range></nlm-citation>
</ref>
<ref id="B30">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ouzzani]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Hammady]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<name>
<surname><![CDATA[Fedorowicz]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
<name>
<surname><![CDATA[Elmagarmid]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Rayyan-A web and mobile app for systematic reviews]]></article-title>
<source><![CDATA[Systematic Reviews]]></source>
<year>2016</year>
<volume>5</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>210-9</page-range></nlm-citation>
</ref>
<ref id="B31">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Park]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Kim]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A badge design framework for a gamified learning environment: Cases analysis and literature review for badge design]]></article-title>
<source><![CDATA[JMIR Serious Games]]></source>
<year>2019</year>
<volume>7</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>1-12</page-range></nlm-citation>
</ref>
<ref id="B32">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pérez-Jorge]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Martínez-Murciano]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification with Scratch or App Inventor in Higher Education: A Systematic Review]]></article-title>
<source><![CDATA[Future Internet]]></source>
<year>2022</year>
<volume>14</volume>
<numero>12</numero>
<issue>12</issue>
<page-range>374-9</page-range></nlm-citation>
</ref>
<ref id="B33">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Prados]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
<name>
<surname><![CDATA[Cózar-Gutiérrez]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Del Olmo-Muñoz]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[González-Calero]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Impact of a gamified platform in the promotion of reading comprehension and attitudes towards reading in primary education]]></article-title>
<source><![CDATA[Computer Assisted Language Learning]]></source>
<year>2023</year>
<volume>36</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>669-93</page-range></nlm-citation>
</ref>
<ref id="B34">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Safapour]]></surname>
<given-names><![CDATA[E.]]></given-names>
</name>
<name>
<surname><![CDATA[Kermanshachi]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Taneja]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A review of nontraditional teaching methods: Flipped classroom, gamification, case study, self-learning and social media]]></article-title>
<source><![CDATA[Education Sciences]]></source>
<year>2019</year>
<volume>9</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>273-92</page-range></nlm-citation>
</ref>
<ref id="B35">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Szeto]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Strock]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Anderson]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Sivesind]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
<name>
<surname><![CDATA[Vorwald]]></surname>
<given-names><![CDATA[V.]]></given-names>
</name>
<name>
<surname><![CDATA[Rietcheck]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<name>
<surname><![CDATA[Weintraub]]></surname>
<given-names><![CDATA[G. S.]]></given-names>
</name>
<name>
<surname><![CDATA[Dellavalle]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification and Game-Based Strategies for Dermatology Education: Narrative Review]]></article-title>
<source><![CDATA[JMIR Dermatology]]></source>
<year>2021</year>
<volume>4</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>1-8</page-range></nlm-citation>
</ref>
<ref id="B36">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Tavares]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review]]></article-title>
<source><![CDATA[Nurse Education Today]]></source>
<year>2022</year>
<volume>117</volume>
<page-range>105484-9</page-range></nlm-citation>
</ref>
<ref id="B37">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Thangavelu]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Tan]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Cant]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Chua]]></surname>
<given-names><![CDATA[W.]]></given-names>
</name>
<name>
<surname><![CDATA[Liaw]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis]]></article-title>
<source><![CDATA[Nurse Education Today]]></source>
<year>2022</year>
<volume>113</volume>
</nlm-citation>
</ref>
<ref id="B38">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ubben]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Kremer]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
<name>
<surname><![CDATA[Heinicke]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Marohn]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Heusler]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Smartphone Usage in Science Education: A Systematic Literature Review]]></article-title>
<source><![CDATA[Education Sciences]]></source>
<year>2023</year>
<volume>13</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>345-57</page-range></nlm-citation>
</ref>
<ref id="B39">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Van Gaalen]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Brouwer]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Schönrock-Adema]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Bouwkamp-Timmer]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
<name>
<surname><![CDATA[Jaarsma]]></surname>
<given-names><![CDATA[A. C.]]></given-names>
</name>
<name>
<surname><![CDATA[Georgiadis]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification of health professions education: A systematic review]]></article-title>
<source><![CDATA[Advances in Health Sciences Education]]></source>
<year>2021</year>
<volume>26</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>683-711</page-range></nlm-citation>
</ref>
<ref id="B40">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Yunus]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Hua]]></surname>
<given-names><![CDATA[T.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Exploring a gamified learning tool in the ESL classroom: The case of Quizizz]]></article-title>
<source><![CDATA[Journal of Education and E-Learning Research]]></source>
<year>2021</year>
<volume>8</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>103-8</page-range></nlm-citation>
</ref>
<ref id="B41">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Zhan]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
<name>
<surname><![CDATA[He]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Tong]]></surname>
<given-names><![CDATA[Y.]]></given-names>
</name>
<name>
<surname><![CDATA[Liang]]></surname>
<given-names><![CDATA[X.]]></given-names>
</name>
<name>
<surname><![CDATA[Guo]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Lan]]></surname>
<given-names><![CDATA[X.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[The effectiveness of gamification in programming education: Evidence from a meta-analysis]]></article-title>
<source><![CDATA[Computers and Education: Artificial Intelligence]]></source>
<year>2022</year>
<numero>3</numero>
<issue>3</issue>
<page-range>1-11</page-range></nlm-citation>
</ref>
<ref id="B42">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Zhang]]></surname>
<given-names><![CDATA[Q.]]></given-names>
</name>
<name>
<surname><![CDATA[Yu]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Yu]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation]]></article-title>
<source><![CDATA[Education Research International]]></source>
<year>2021</year>
<page-range>1-21</page-range></nlm-citation>
</ref>
</ref-list>
</back>
</article>
