The Impact of Gamification on Education and its Enhancement through Artificial Intelligence

Authors

  • Pablo Benito González Miguel Hernández University of Elche image/svg+xml Author
  • Agustín Mingorance Pérez Miguel Hernández University of Elche image/svg+xml Author

Keywords:

gamification, games, AI, learning, teaching, motivation, application

Abstract

Gamification improves motivation and performance in educational settings, although it presents limitations in personalization, adaptability, and accessibility. This study analyzes its application in secondary and vocational education and examines the potential of artificial intelligence to optimize these processes. A literature review of academic databases was conducted to identify trends, gaps, and best practices in their integration. As a result, a gamified ecosystem based on digital tools is proposed, enabling adaptive learning, personalized feedback, and process automation. The findings suggest that combining gamification and artificial intelligence enhances active learning, inclusion, and personalized education, although technical and organizational challenges remain.

Downloads

Download data is not yet available.

References

BOE-A-2020-17264 Ley Orgánica 3/2020, de 29 de diciembre, por la que se modifica la Ley Orgánica 2/2006, de 3 de mayo, de Educación (LOMLOE). (s.f.). https://www.boe.es/buscar/doc.php?id=BOE-A-2020-17264

Costa, C. J., Aparicio, J. T., Aparicio, M., & Aparicio, S. (2024). Gamification and AI: Enhancing User Engagement through Intelligent Systems. En arXiv [cs.HC]. https://doi.org/10.48550/arXiv.2411.10462

Dusmukhamedova, S., Rasulova, F., Shukurov, Y., Zukhra, Q., Matchanova, M., & Narkabilova, G. (2024). A Novel Based Design of AI kind of Models for Gami-Fication in Enhanced Learning type of Environment. 2024 4th International Conference On Advance Computing And Innovative Technologies In Engineering (ICACITE), 584-588. https://doi.org/10.1109/icacite60783.2024.10617373

Feng, J., Tan, W. H., & Yu, B. (2024). A systematic literature review of the impact of gamification instruction on students’problemsolving skills. International Journal of Evaluation and Research in Education (IJERE), 13(6), 4082. https://doi.org/10.11591/ijere.v13i6.29695

Flujo (psicología). (2024, 23 de abril). En Wikipedia. https://es.wikipedia.org/w/index.php?title=Flujo_(psicolog%C3%ADa)&oldid=159634764

Gao, L. (2024). A Literature Review: Which, How and What for the Use of Artificial Intelligence in Gamification. European Conference On Games Based Learning, 18(1), 281-288. https://doi.org/10.34190/ecgbl.18.1.2627

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–20. https://doi.org/10.1145/950566.950595

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Hare, R., Ferguson, S., & Tang, Y. (2024). Enhancing student experience and learning with iterative design in an intelligent educational game. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13526

Inteligencia artificial generativa. (2025, 27 de enero). En Wikipedia. https://es.wikipedia.org/w/index.php?title=Inteligencia_artificial_generativa&oldid=165032974

Islam, F., Krishna, A., & Kumari, S. (2024). The Impact of Gamification in Research and Education: A Communication Review. Gamification And Augmented Reality, 3, 101. https://doi.org/10.56294/gr2025101

Modelo extenso de lenguaje. (2025, 31 de enero). En Wikipedia. https://es.wikipedia.org/w/index.php?title=Modelo_extenso_de_lenguaje&oldid=165109703

Real Academia Española. (s.f.). Inteligencia Artificial. En Diccionario de la lengua española. Recuperado en 28 de enero de 2025, de https://dle.rae.es/inteligencia

Recursos DUA. (s.f.). Que es DUA. Recursosdua.com. Recuperado en 28 de enero de 2025, de https://www.recursosdua.com/que-es-dua

Ryan, R. M., & Deci, E. L. (2000). Selfdetermination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Samur, Y., & Cömert, Z. (2024). Gamification in Education in the Age of Artificial Intelligence. En Advances in educational marketing, administration, and leadership book series (pp. 289-308). https://doi.org/10.4018/979-8-3693-4119-3.ch011

Suwandani, L., & Sunyono, N. (2024). Analysis of the role of gamification in education: its impact on student motivation. Proceedings Of International Conference On Education, 2(1), 153-159. https://doi.org/10.32672/pice.v2i1.1332

Valladarez, M. R. P., & Camacho, S. N. B. (2024). Gamification in The Teaching-Learning Process of History, to Optimize Pedagogical Strategies in Unified General High School Education. Revista de Gestão Social E Ambiental, 18(9), e08638. https://doi.org/10.24857/rgsa.v18n9-173

Wulan, D. R., Nainggolan, D. M., Hidayat, Y., Rohman, T., & Fiyul, A. Y. (2024). Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes. Global International Journal Of Innovative Research, 2(7), 1657-1674. https://doi.org/10.59613/global.v2i7.238

Downloads

Published

2026-04-01

How to Cite

The Impact of Gamification on Education and its Enhancement through Artificial Intelligence. (2026). Revista De Formación En Educación, 1. https://revistas.innovacionumh.es/index.php/rfe/article/view/3598