TY - JOUR T1 - A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION AU - Carrión Candel, Elena AU - De‑la‑peña, Cristina AU - Chaves-yuste, Beatriz PY - 2025 DA - July Y2 - 2025 DO - 10.17718/tojde.1556533 JF - Turkish Online Journal of Distance Education JO - TOJDE PB - Anadolu University WT - DergiPark SN - 1302-6488 SP - 60 EP - 84 VL - 26 IS - 3 LA - en AB - The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this study proposes to analyze the improvement in student learning and motivation following the application of a didactic experience using gamified digital resources (Nearpod, Genially, Educaplay, Breakout, and Quizizz) in an online university classroom. The implementation was carried out over a five-month period with pre-service teachers (n=147) from the Bachelor’s Degree in Early Childhood and Primary Education and the Master’s Degree in Secondary Education and Teacher Training at a private Spanish university. A pre-experimental design with pre- and post-intervention measurements was employed. The research results demonstrate that the use of these gamified digital resources enhances students’ perceptions of music learning in an online university environment. The findings reveal a positive impact across all evaluated areas following the didactic intervention, with significant improvements ranging from perceptible to moderate in university students’ perceptions of learning and motivation. Therefore, the study’s findings have practical educational implications, highlighting the appropriateness of using these digital resources not only in music courses but also in other subjects within the curriculum, promoting active learning in the classroom. KW - Gamification KW - higher education KW - digital tools KW - online learning KW - motivation KW - Music Education. CR - Abendan, C. F., Kilag, O. K., Uy, F., & Vestal, P. (2023). Transforming Learning in the Digital Age: The Confluence of Innovation and Education. Excellencia: International Multi-Disciplinary Journal of Education (2994-9521), 1(5), 1-13. https://multijournals.org/index.php/excellencia-imje/article/view/74 CR - Adams, S., & Du Preez, R. (2022). Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach. Technology, Knowledge and Learning, 27, 119–138. https://doi.org/10.1007/s10758-021-09500-x CR - Adie, J.W., Waldeck, D., Hughes, D.J. (2024) Peer Climate Matters for Academic Motivation and Student Functioning in Higher Education. Int J Appl Posit Psychol 9, 1685–1702. https://doi.org/10.1007/s41042-024-00187-w CR - Albdullah, M. I., Inayati, D., & Karyawati, N. N. (2022). Nearpod use as a learning platform to improve student motivation in an elementary school. Journal of Education and Learning, 16(1), 121-129. https://doi.org/10.11591/edulearn.v16i1.20421 CR - Alnasib, B. N. M. (2023). Digital competencies: Are pre-service teachers qualified for digital education? International Journal of Education in Mathematics, Science, and Technology, 11(1), 96-114. https://doi.org/10.46328/ijemst.2842 UR - https://doi.org/10.17718/tojde.1556533 L1 - https://dergipark.org.tr/en/download/article-file/4242929 ER -