Abstract

The authors of this research paper hand in a study on Gamification and the communication processes generated in different educational contexts through a systematic review. This descriptive research analyses a total of 80 results present in Web Of Science and SCOPUS, with the criteria established by the PRISMA protocol. The results show an initial stage of research on the topic. Four blocks of aspects are apparent: motivation, experience, communication, and skills improvements. The value of this research lies on offering a critical view based on an in-depth analysis of the existing scientific production between gamification and communication in education.

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