GAMIFICACIÓN, MOTIVACIÓN Y COMPROMISO EN LA ESCUELA: UN ANÁLISIS TEÓRICO-REFLEXIVO DE CLASSCRAFT
DOI:
https://doi.org/10.61164/x28jt203Palabras clave:
Gamifica, Engajamento, Motivação, Emoções acadêmicas, Técnologias Educacionais.Resumen
La gamificación educativa ha sido señalada como una estrategia prometedora para favorecer la motivación y el compromiso de los estudiantes, especialmente cuando está articulada con objetivos pedagógicos claros y con la mediación docente. Entre las iniciativas recientes, las plataformas digitales de gamificación pueden ayudar a los profesores en la implementación de prácticas gamificadas en la escuela, reduciendo la complejidad asociada a la creación de sistemas, reglas y dinámicas de seguimiento. En este contexto, este artículo analiza Classcraft como una plataforma de gamificación educativa, describiendo su funcionamiento y discutiendo sus potencialidades y desafíos como herramienta de apoyo a la práctica docente. Se trata de un estudio de naturaleza teórico-reflexiva, fundamentado en el análisis conceptual de la plataforma y en el diálogo con la literatura científica sobre gamificación, motivación, compromiso y emociones académicas. Las discusiones indican que recursos como la narrativa, la personalización de personajes, las misiones, la retroalimentación inmediata y la cooperación pueden favorecer distintas dimensiones del compromiso y contribuir a la organización del trabajo pedagógico. Sin embargo, se destaca que los efectos de la gamificación no son automáticos y dependen de la intencionalidad didáctica, de la integración curricular y de cuidados para evitar una motivación excesivamente extrínseca. Se concluye que Classcraft puede actuar como mediador del trabajo docente en la implementación de la gamificación, siempre que sea utilizado de manera crítica, contextualizada y alineada con los objetivos educativos.
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Derechos de autor 2026 Carlos Eduardo Benites Fagundes, Amanda de Deus Flores, Jaqueline da Silva Moreira Cunha, Claudi Guerin Júnior

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