Polocy análisis on technologies and connectivity in times of COVID-19
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Abstract
Gamification is presented as an alternative to traditional classroom strategies, being increasingly used in higher education, given the COVID-19 pandemic, many teachers use it to improve their teaching and learning techniques, however, it is little what is known about gamification in higher education. Objective. Identify what is the current state of scientific production around superior gamification in the databases Dialnet, EBSCO Host, Redalyc, Scielo, Scopus in the last 10 years. Materials and methods. It is a bibliometric, descriptive and introspective study, with a final sample of 83 works published in the last 10 years in journals indexed in the databases. Results. It was identified that the country that publishes the most issues related to gamification in higher education is Spain and 2020-2021 were the years with the highest scientific production recorded in the last 10 years. Conclusion. Gamification in higher education is a constantly growing field of research, being of great interest in various academic areas, there are topics that have not yet been explored, which requires more attention from researchers.
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