Digital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom

Keywords: learning and technology, education and ICT, e-learning, gamification, adaptation, integration, classroom, business environments


This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods, techniques, tools and platforms of gamification.  The results make an analysis of the articles reviewed, and describe and describe the technologies and methodologies of gamification and the most relevant results with which gamification has been implemented in educational and business environments. This project is developed in the research groups TelemaTICs and TICA, and funded by DIN-UPTC

Author Biographies

Zulma Liliana Vargas-Macías, Universidad Pedagógica y Tecnológica de Colombia, Colombia

Professor and researcher at Universidad Pedagógica y Tecnológica de Colombia. She holds a Master’s in computer technology and Systems and Computing Engineering Tunja, Colombia. Reasearch group TelemaTICs and TICA.

Ariel Adolfo Rodríguez-Hernández, Universidad Pedagógica y Tecnológica de Colombia, Colombia

Professor and researcher at Universidad Pedagógica y Tecnológica de Colombia. He holds a Master’s in Free Software. Also, he is an expert in Training and Virtual Tutoring, is a Systems Engineer with an emphasis in software. Reasearch group TelemaTICs and TICA.

Claudia Liliana Sánchez-Saenz, Universidad Pedagógica y Tecnológica de Colombia, Colombia

Professor and researcher at Universidad Pedagógica y Tecnológica de Colombia. She holds a PhD in Education, a Master’s in Educational Technology and a BA in Educational Technology. Reasearch group TelemaTICs and TICA


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How to Cite
Vargas-Macías, Z. L., Rodríguez-Hernández, A. A., & Sánchez-Saenz, C. L. (2020). Digital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom. GIST – Education and Learning Research Journal, 20, 171-188.