Aprendizaje Basado en Juegos (GBL) en el desarrollo del pensamiento crítico [Games Based Learning (GBL) in the development of critical thinking]
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El Aprendizaje Basado en Juegos (GBL, por sus siglas en inglés) ha ganado relevancia en los últimos años como una metodología didáctica innovadora. Este artículo tiene como objetivo analizar el Aprendizaje Basado en Juegos (GBL) en el desarrollo del pensamiento crítico en estudiantes. Se adoptó un trabajo de revisión sistemática, 17 estudios fueron seleccionados para su inclusión. El Aprendizaje Basado en Juegos (GBL) se posiciona como una estrategia pedagógica eficaz para desarrollar el pensamiento crítico en la educación universitaria, al fomentar habilidades cognitivas avanzadas como el análisis, la síntesis y la evaluación. Sin embargo, su efectividad depende de diversos factores contextuales, entre ellos, la alfabetización tecnológica de los estudiantes, la capacitación de los docentes y el acceso a infraestructuras tecnológicas adecuadas.
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Enjoyment alone is not sufficient to ensure retention; meaningful practice and cognitive engagement during gameplay are essential for effective learning.
“Enjoyment alone is not sufficient to ensure retention; rather, meaningful practice and cognitive engagement during gameplay are essential for effective learning (Román -Celi, 2023).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Román-Celi, 2023
Emotional engagement, in the absence of metacognitive regulation and structured instructional support, is unlikely to yield deep or sustained learning outcomes.
“This interpretation is consistent with Román -Celi' s (2023) assertion that emotional engagement, in the absence of metacognitive regulation and structured instructional support, is unlikely to yield deep or sustained learning outcomes.”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Román -Celi' s (2023)
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Baissane, O. (2026) · Journal of Information Technology Education: Innovations in Practice · doi:10.28945/5704
“Enjoyment alone is not sufficient to ensure retention; rather, meaningful practice and cognitive engagement during gameplay are essential for effective learning (Román - Celi, 2023).”
- Authors
- Román-Celi, G. E.
- Affiliations
- Universidad Nacional de Loja (EC)
- Corresponding author
- Román-Celi, Gabriela Estefanía
- Venue
- Cognopolis. Revista de educación y pedagogía
- Published
- 2023-09-01
- Volume
- 1
- Issue
- 3
- Pages
- 1-14
- ISSN
- 3073-1240 (ISSN-L)
- OpenAlex
- W4404098150
- Cited by
- 0
- References
- 0
- FWCI
- 0.00
- Type
- journal article
- Language
- es
- Open access
- hybrid
- dx.doi.org
- Licence
- Locations
- Cognopolis Revista de educación y pedagogía (publishedVersion, cc-by-nc-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Education and Critical Thinking Development
- Social Sciences › Education › Problem and Project Based Learning
- Keywords
- game-based learning, critical thinking, university students, university teaching, technological literacy, teacher professional development, educational technology infrastructure
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