Research Article

A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION

Volume: 26 Number: 3 July 1, 2025
EN

A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION

Abstract

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.

Keywords

Gamification, higher education, digital tools, online learning, motivation, Music Education.

References

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
APA
Carrión Candel, E., De‑la‑peña, C., & Chaves-yuste, B. (2025). A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION. Turkish Online Journal of Distance Education, 26(3), 60-84. https://doi.org/10.17718/tojde.1556533
AMA
1.Carrión Candel E, De‑la‑peña C, Chaves-yuste B. A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION. TOJDE. 2025;26(3):60-84. doi:10.17718/tojde.1556533
Chicago
Carrión Candel, Elena, Cristina De‑la‑peña, and Beatriz Chaves-yuste. 2025. “A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION”. Turkish Online Journal of Distance Education 26 (3): 60-84. https://doi.org/10.17718/tojde.1556533.
EndNote
Carrión Candel E, De‑la‑peña C, Chaves-yuste B (July 1, 2025) A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION. Turkish Online Journal of Distance Education 26 3 60–84.
IEEE
[1]E. Carrión Candel, C. De‑la‑peña, and B. Chaves-yuste, “A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION”, TOJDE, vol. 26, no. 3, pp. 60–84, July 2025, doi: 10.17718/tojde.1556533.
ISNAD
Carrión Candel, Elena - De‑la‑peña, Cristina - Chaves-yuste, Beatriz. “A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION”. Turkish Online Journal of Distance Education 26/3 (July 1, 2025): 60-84. https://doi.org/10.17718/tojde.1556533.
JAMA
1.Carrión Candel E, De‑la‑peña C, Chaves-yuste B. A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION. TOJDE. 2025;26:60–84.
MLA
Carrión Candel, Elena, et al. “A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION”. Turkish Online Journal of Distance Education, vol. 26, no. 3, July 2025, pp. 60-84, doi:10.17718/tojde.1556533.
Vancouver
1.Elena Carrión Candel, Cristina De‑la‑peña, Beatriz Chaves-yuste. A GAMIFIED DIGITAL FRAMEWORK IN HIGHER EDUCATION: IMPACT ON LEARNING AND MOTIVATION. TOJDE. 2025 Jul. 1;26(3):60-84. doi:10.17718/tojde.1556533