Gamification as a methodological strategy to strengthen motivation, participation, and learning among sixth-grade primary education students: a qualitative study

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DOI:

https://doi.org/10.63969/znn1x810

Keywords:

gamification, neurodidactics, primary education, formative assessment, educational inclusion

Abstract

This research analyzes the implementation of a gamification strategy as a methodological framework for delivering curricular content in a sixth-grade primary education class over the course of a full academic year. The study aimed to understand how the integration of game-based elements fosters motivation, participation, collaborative work, and learning processes within an inclusive environment. The research employed a qualitative approach through a case study involving twenty-two students, including one student with a developmental language disorder, one with dyslexia, and one with autism spectrum disorder (level 2). Data were collected through participant observation, checklists, rubrics, semi-structured interviews, questionnaires administered to students and families, and an analysis of the work produced during learning projects. The strategy involved organizing content from four formative domains into thematic "worlds" and "islands," while incorporating avatars, badges, and an experience point (XP) system that recognized both individual and collective effort and progress. The findings indicate a significant increase in active student participation, improved attendance, greater peer collaboration, heightened engagement with school activities, and a positive perception among families regarding the students' learning and emotional well-being. It is concluded that gamification when grounded in the principles of neurodidactics, formative assessment, and educational inclusion serves as a methodological strategy capable of fostering learning environments that are motivating, equitable, and focused on the holistic development of students.

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References

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Published

2026-10-27

How to Cite

Lemus, S. . . . (2026). Gamification as a methodological strategy to strengthen motivation, participation, and learning among sixth-grade primary education students: a qualitative study. Educational Regent Multidisciplinary Journal, 3(2), 1-15. https://doi.org/10.63969/znn1x810

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