Published 2025-10-15
Keywords
- gamification, ICT tools, new technologies, and digital platforms such as Kahoot, Cerebriti, Class Dojo, and Quizizz.

This work is licensed under a Creative Commons Attribution 4.0 International License.
Abstract
Gamification has been recognized as an innovative educational strategy, designed to increase student motivation and engagement. This article provides a comprehensive examination of the technological tools employed in gamification and their impact on learning, with a particular focus on the utilization of digital tools to cultivate essential competencies in students. A comprehensive review of ten recent articles from scientific journals indexed in Scielo, SCOPUS, and Google Scholar was conducted, which revealed a positive impact of game-based learning, particularly in enhancing motivation and academic skills. The necessity of incorporating gamification as a dynamic methodology that overcomes the limitations of traditional approaches is underscored. Furthermore, the necessity of incorporating gamification into the curriculum is underscored, offering a dynamic and engaging approach that diverges from conventional pedagogical methods. The integration of technologies in education has been demonstrated to foster the development of digital skills, promote greater collaboration between students and teachers, facilitate more flexible and personalized learning, and reduce the digital divide. Collectively, these tools have the potential to transform the classroom, fostering an inclusive and participatory educational environment that is committed to the comprehensive education of students.