Gamification and technology in early childhood education: a systematic review

Authors

DOI:

https://doi.org/10.5281/zenodo.14549138

Keywords:

gamification, educational technology, early childhood education, cognitive development

Abstract

This study examines the incorporation of technologies in gamification applied to preschool education, highlighting its potential to enrich learning and promote the comprehensive development of children from an early age. Through a qualitative methodology, supported by a systematic literature review following the PRISMA protocol, ten articles published between 2019 and 2024 in indexed databases such as Scopus and SciELO were analyzed. The selected studies explore the impact of technological tools and gamified strategies in educational environments, with a focus on their effects on children's cognitive, emotional and academic development. The results highlight that gamification, supported by educational applications and interactive platforms, promotes more motivating and effective learning. In addition, the growing interest in early literacy in artificial intelligence (AI) and the development of computational thinking is highlighted, favoring the acquisition of logical and problem-solving skills. However, the need to adapt these tools to the cultural and educational particularities of each context was also identified, as well as to adequately train educators for their correct implementation.

Downloads

Download data is not yet available.

References

Alcívar, N. S., Veloz, K. Q., Risso, S. V., y Ríos, E. E. (2024). Gamification in early childhood education. Vide. Tehnologija. Resursi - Environment, Technology, Resources, 2, 183-187. https://www.scopus.com/record/display.uri?eid=2-s2.0-85140032725

Arévalo, M. Y. C., Mejía, G. S. F., Pérez, A. R., y Olsson, S. E. C. (2022). Gamificación en la compresión lectora de los estudiantes en tiempos de pandemia en Perú. Revista de Ciencias Sociales, 28(5), 63-74. https://dialnet.unirioja.es/servlet/articulo?codigo=8471673

Cándido, G., Rodrigues, R. L., Amorim, A. N., Mello, R. F., y Oliveira Neto, J. R. (2022). Game learning analytics can unpack Escribo play effects in preschool early reading and writing. Computers and Education Open, 3, 100066. https://doi.org/10.1016/j.caeo.2021.100066

Druga, S., Williams, R., Breazeal, C., y Resnick, M. (2017). "Hey Google, is it OK if I eat you?" Initial explorations in child-agent interaction. Proceedings of the 2017 Conference on Interaction Design and Children. https://doi.org/10.1145/3078072.3079748

García, J. A. D. S. (2023). Gamificación y aprendizaje basado en juegos como estrategias para la enseñanza. Revista Honoris Causa, 15(2). https://revista.uny.edu.ve/ojs/index.php/honoris-causa/article/view/299

Lin, P., Van Brummelen, J., Lukin, G., Williams, R., y Breazeal, C. (2020). Zhorai: Designing a Conversational Agent for Children to Explore Machine Learning Concepts. Proceedings of the AAAI Conference on Artificial Intelligence, 34(09), 13381-13388. https://doi.org/10.1609/aaai.v34i09.7061

Méndez, V. G., Monzonís, N. C., Magaña, E. C., y Ariza, A. C. (2022). Competencias Clave, Competencia Digital y formación del profesorado: Percepción de los Estudiantes de Pedagogía. Profesorado, Revista de currículum y formación del profesorado, 26(2), 7-27. https://doi.org/10.30827/profesorado.v26i2.21227

Olmedo-Flores, D. E., Gordon-Merizalde, G. J., Jara-Zarria, H. M., Chuqui-Shañay, M. E., Lema-Coordonez, S. X., y Palaguaray-Guagrilla, D. A. (2024). La Eficacia de la Gamificación en el Fomento de la Motivación y el Aprendizaje Activo en Aulas Virtuales. Revista Científica Retos de la Ciencia, 1(4), 239-251. https://doi.org/10.53877/rc.8.19e.202409.19

Rivas, W. B., y Navarrete, Y. (2024). Estrategia didáctica para el uso de la gamificación en el tratamiento de la discalculia en niños del subnivel elemental. Revista Estudios del Desarrollo Social: Cuba y América Latina, 12(1). http://scielo.sld.cu/scielo.php?script=sci_arttext&pid=S2308-01322024000100003&lng=es&tlng=es

Rosendo, F., Domínguez, N., Serna, D., y Vilches, E. (2023). Estrategia de gamificación para la enseñanza de solfeo a niños. RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo, 14(27). https://doi.org/10.23913/ride.v14i27.1611

Schiele, T., Edelsbrunner, P., Mues, A., Birtwistle, E., Wirth, A., y Niklas, F. (2025). The effectiveness of game-based literacy app learning in preschool children from diverse backgrounds. Learning and Individual Differences, 117, 102579. https://doi.org/10.1016/j.lindif.2024.102579

Vergara-Pareja, C. M., Nielsen-Niño, J. B., y Niño-Vega, J. A. (2021). La gamificación y el fortalecimiento de la habilidad oral en inglés a niños de primera infancia. Revista de Investigación, Desarrollo e Innovación, 11(3), 569-578. https://doi.org/10.19053/20278306.v11.n3.2021.13355

Viguez, C. R. M. (2022). La educación sexual en la educación inicial. Hacia un modelo teórico orientador. Educere: Revista Venezolana de Educación. https://salutsexual.sidastudi.org/resources/inmagic-img/DD89414.pdf

Williams, R., Park, H. W., Oh, L., y Breazeal, C. (2019). PopBots: Designing an artificial intelligence curriculum for early childhood education. Proceedings of the AAAI Conference on Artificial Intelligence, 33(01), 9729-9736. https://doi.org/10.1609/aaai.v33i01.33019729

Yang, W. (2022). Artificial intelligence education for young children: Why, what, and how in curriculum design and implementation. Computers and Education: Artificial Intelligence, 3, 100061. https://doi.org/10.1016/j.caeai.2022.100061

Published

2024-12-23

Issue

Section

Communication of Science: Bibliometrics and systematic reviews.

How to Cite

Buendía Cueva, G. I., Tasayco Diaz, A. P., & Menacho Rivera, A. S. (2024). Gamification and technology in early childhood education: a systematic review. InveCom Journal, 5(3), 1-8. https://doi.org/10.5281/zenodo.14549138

Most read articles by the same author(s)