Educational Gamification: Knowledge, Attitudes and Practices of Teachers at the Unidad Educativa Tarqui
DOI:
https://doi.org/10.70171/phvazj30Keywords:
digital competence, game elements, KAP surveys, gamificationAbstract
Justification: Despite the growing interest in gamification as an innovative teaching methodology, there is still limited evidence regarding what teachers know, believe, and do concerning this approach. Objective: To analyze the knowledge, attitudes, and practices related to educational gamification among teachers at Unidad Educativa Tarqui. Methodology: A quantitative approach was employed with a descriptive, comparative-correlational scope and a cross-sectional non-experimental design. The participants were 35 teachers who completed a Knowledge, Attitudes, and Practices (KAP) questionnaire. Results: Teachers demonstrated a high level of knowledge about educational gamification (62.9%), although difficulties were identified in instructional design and in understanding the function of game elements. A moderately favorable attitude predominated (57.1%), reflected in the recognition of its usefulness and willingness to adopt it, while challenges related to its implementation were also perceived. Regarding practices, the frequency of application was moderate (45.7%), with greater emphasis on implementation, monitoring, and feedback than on planning and design. Teachers who had received training reported a higher frequency of gamification practices than those without training (p = 0.007). In addition, positive associations were found among knowledge, attitudes, and practices (ρ = 0.387–0.452; p < 0.05). Conclusion: The integration of gamification into classroom practice depends on the development of teachers' knowledge, attitudes, and practical experience, with training contributing to strengthen the transfer of knowledge into practice..
Downloads
References
Aiken, L. R. (1980). Content validity and reliability of single items or questionnaires. Educational and psychological measurement, 40(4), 955-959. https://doi.org/10.1177/001316448004000419
Andrade, C., Menon, V., Ameen, S., & Kumar Praharaj, S. (2020). Designing and conducting knowledge, attitude, and practice surveys in psychiatry: practical guidance. Indian journal of psychological medicine, 42(5), 478-481. https://doi.org/10.1177/0253717620946111
Ardhany, A., Shidiq, A. S., Yamtinah, S., Masykuri, M., & Saputro, A. N. C. (2026). Aiken index-based content validity analysis of argumentation skills and sustainability literacy instruments in STEM-based green chemistry learning. Indonesian Journal of Science and Mathematics Education, 9(1), 305-323. https://doi.org/10.24042/qdb62402
Borba Franco, D. W. (2026). Perspectivas de los docentes de educación básica en Ecuador sobre la gamificación apoyada con inteligencia artificial. In M. Chacón Castro (Ed.), Libro de Memorias. V Congreso Internacional de STEAM y Metodologías Activas. Editorial Didaxis. https://doi.org/10.64325/t50zw990
Cortés, A., Breda, A., Sánchez, A., & Verón, M. A. (2025). Preservice Secondary School Teachers’ Knowledge and Competencies When Reflecting on the Incorporation of Gamification in the Teaching of Mathematics. Education Sciences, 16(1), 20. https://doi.org/10.3390/educsci16010020
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
Geigel Landrau, E. (2026). Nivel de conocimiento del docente en enfermería sobre la gamificación y su actitud hacia la inclusión como estrategia didáctica en una institución de educación superior en Puerto Rico (Tesis doctoral, Nova Southeastern University). NSUWorks, Abraham S. Fischler College of Education and School of Criminal Justice. https://nsuworks.nova.edu/fse_etd/1131
Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing student motivation and engagement through a gamified learning environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119
Hernández-Sampieri, R., Fernández Collado, C., & Baptista Lucio, P. (2018). Metodología de la investigación. México: McGraw-Hill Interamericana.
Kabilan, M. K., Annamalai, N., & Chuah, K. M. (2023). Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Education and Information Technologies, 28(11), 14249-14281. https://doi.org/10.1007/s10639-023-11723-7
Kapp, K. M. (2012). What is gamification. The gamification of learning and instruction: game-based methods and strategies for training and education, 1, 23. Pfeiffer
Karagiorgas, D. N., & Niemann, S. (2017). Gamification and game-based learning. Journal of Educational Technology Systems, 45(4), 499-519. https://doi.org/10.1177/0047239516665105
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508-515. https://doi.org/10.1016/j.chb.2015.08.008
Leiss, L., Großschedl, J., Wilde, M., Fränkel, S., Becker-Genschow, S., & Großmann, N. (2025). Gamification in education—teachers’ perspectives through the lens of the theory of planned behavior. Frontiers in psychology, 16, 1571463. https://doi.org/10.3389/fpsyg.2025.1571463
Lester, D., Skulmoski, G. J., Fisher, D. P., Mehrotra, V., Lim, I., Lang, A., & Keogh, J. W. (2023). Drivers and barriers to the utilisation of gamification and game‐based learning in universities: A systematic review of educators' perspectives. British Journal of Educational Technology, 54(6), 1748-1770. https://doi.org/10.1111/bjet.13311
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549
Martí-Parreño, J., Seguí-Mas, D., & Seguí-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688. https://doi.org/10.1016/j.sbspro.2016.07.104
Mena-Guacas, A. F., López-Catalán, L., Bernal-Bravo, C., & Ballesteros-Regaña, C. (2025). Educational transformation through emerging technologies: Critical review of scientific impact on learning. Education Sciences, 15(3), 368. https://doi.org/10.3390/educsci15030368
Molina, F. N. C., & Chávez, J. A. (2025). Percepción de la gamificación en docentes de la Unidad Educativa Zoila Etelvina Paredes Amán. Mikarimin. Revista Científica Multidisciplinaria, 11(1), 69-87. https://doi.org/10.61154/mrcm.v11i1.3563
Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015, September). A literature review of gamification design frameworks. In 2015 7th international conference on games and virtual worlds for serious applications (VS-Games) (pp. 1-8). IEEE. https://doi.org/10.1109/VS-GAMES.2015.7295760
Nadi-Ravandi, S., & Batooli, Z. (2022). Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies, 27(7), 10207-10238. https://doi.org/10.1007/s10639-022-11048-x
Otomie, L. B. K., Narcisa, V. Q. R., David, E. T. J., Daniel, L. T. C., & Vielka, C. R. M. (2024). Percepciones y prácticas docentes sobre la integración de la gamificación en la enseñanza de matemáticas en educación general básica. Ciencia Latina: Revista Multidisciplinar, 8(1), 12152-12184. https://doi.org/10.37811/cl_rcm.v8i1.11779
Palacios-Hidalgo, F. J. (2022). Math Teacher Perceptions About Gamification Strategies: An Exploratory Study in the Spanish Context. In Handbook of Research on International Approaches and Practices for Gamifying Mathematics (pp. 326-353). IGI Global Scientific Publishing.
Pinzón, M. A. R., Sánchez, A. D. V., & Vizarreta, P. V. (2026). Evolution of teacher training in gamification: a bibliometric analysis of global trends and collaborations. Social Sciences & Humanities Open, 13, 102657. https://doi.org/10.1016/j.ssaho.2026.102657
Ratner, B. (2009). The correlation coefficient: Its values range between+ 1/− 1, or do they?. Journal of targeting, measurement and analysis for marketing, 17(2), 139-142. https://doi.org/10.1057/jt.2009.5
Rouse, J. (2007). Practice theory. In Philosophy of anthropology and sociology (pp. 639-681). North-Holland. https://doi.org/10.1016/B978-044451542-1/50020-9
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary educational psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Sáez-López, J. M., Grimaldo-Santamaría, R. Ó., Quicios-García, M. P., & Vázquez-Cano, E. (2024). Teaching the Use of Gamification in Elementary School: A case in Spanish formal education. Technology, Knowledge and Learning, 29(1), 557-581. https://doi.org/10.1007/s10758-023-09656-8
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational psychology review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach's alpha. International journal of medical education, 2, 53. https://doi.org/10.5116/ijme.4dfb.8dfd
Toda, A. M., do Carmo, R. M., da Silva, A. P., Bittencourt, I. I., & Isotani, S. (2019). An approach for planning and deploying gamification concepts with social networks within educational contexts. International Journal of Information Management, 46, 294-303. https://doi.org/10.1016/j.ijinfomgt.2018.10.001
Torres Toukoumidis, Á., Romero Rodríguez, L. M., & Valle Razo, A. L. (2018). Gamificación en los Docentes de Educación Superior del Ecuador. In Gamificación en Iberoamérica. Experiencias desde la comunicación y la educación (pp. 211-220). Editorial Universitaria Abya-Yala.
Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review: SA Triantafyllou et al. International Review of Education, 71(3), 483-517. https://doi.org/10.1007/s11159-024-10111-8
Ureta, R. (2022). Práctica gamificadora interactiva en el proceso de enseñanza-aprendizaje del idioma inglés de los docentes de las escuelas de la ciudad de Bahía de Caráquez, Ecuador. Mamakuna: revista de divulgación de experiencias pedagógicas, (18), 68-76. https://doi.org/10.70141/mamakuna.18.610
Van Roy, R., & Zaman, B. (2018). Need-supporting gamification in education: An assessment of motivational effects over time. Computers & Education, 127, 283-297. https://doi.org/10.1016/j.compedu.2018.08.018
Vayancela, S. E. Q., Mendoza, L. K. O., & Espinoza, V. A. B. (2025). Percepciones y Prácticas Docentes sobre la Integración de la Gamificación en la Enseñanza en Educación General Básica. SAGA: Revista Científica Multidisciplinar, 2(2), 594-604. https://doi.org/10.63415/saga.v2i2.133
Vogel, T., & Wanke, M. (2016). Attitudes and attitude change. Psychology press.
Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. University of Pennsylvania Press.
Zagzebski, L. (2017). ¿Qué es el conocimiento? La guía Blackwell de epistemología , 92-116. https://doi.org/10.1002/9781405164863.ch3
Downloads
Published
Issue
Section
Categories
License
Copyright (c) 2026 Cinthya Roxana Rodríguez-Espinoza, Carlos Vinicio López-Rodríguez (Autor/a)

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.




