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Artículos de Revisión

Vol. 6 Núm. 11 (2026): Revista Simón Rodríguez

Innovación pedagógica en educación secundaria: estudio bibliométrico y prospectiva sobre gamificación y metodologías activas

Pedagogical innovation in secondary education: a bibliometric study and prospective analysis of gamification and active methodologies
Publicado
2026-02-04

La innovación pedagógica en educación secundaria se ha transformado por la convergencia de metodologías activas y herramientas digitales, siendo la gamificación un enfoque clave para mejorar motivación, compromiso y aprendizaje significativo. Este estudio bibliométrico y prospectivo tiene como objetivo analizar las tendencias emergentes y proyecciones hacia el futuro en la producción científica sobre gamificación y metodologías activas (2020-2025), con énfasis en la integración de tecnologías adaptativas y diseños inclusivos basados en el Diseño Universal para el Aprendizaje. Se seleccionaron 115 artículos mediante criterios sistemáticos y transparentes en bases de datos indexadas. Los resultados evidencian un crecimiento exponencial de publicaciones, predominio de investigaciones sobre plataformas como Kahoot! y ClassDojo, escape rooms digitales y combinaciones metodológicas con flipped learning y aprendizaje basado en proyectos. España lidera la productividad científica global. Se identificaron tres líneas temáticas: motivación estudiantil, rendimiento académico y gestión del aula. Las proyecciones hacia 2026-2030 señalan la integración de inteligencia artificial adaptativa, gamificación narrativa inmersiva y DUA, orientando la innovación educativa hacia experiencias inclusivas y personalizadas. En conclusión, la gamificación se consolida como estrategia pedagógica efectiva que potencia aprendizaje, compromiso y equidad educativa en contextos diversos.

Pedagogical innovation in secondary education has been transformed by the convergence of active methodologies and digital tools, with gamification being a key approach for improving motivation, engagement, and meaningful learning. This bibliometric and prospective study aims to analyze emerging trends and future projections in scientific production on gamification and active methodologies (2020-2025), with an emphasis on the integration of adaptive technologies and inclusive designs based on Universal Design for Learning. One hundred and fifteen articles were selected using systematic and transparent criteria from indexed databases. The results show exponential growth in publications, a predominance of research on platforms such as Kahoot! and ClassDojo, digital escape rooms, and methodological combinations with flipped learning and project-based learning. Spain leads global scientific productivity. Three thematic areas were identified: student motivation, academic performance, and classroom management. Projections for 2026-2030 indicate the integration of adaptive artificial intelligence, immersive narrative gamification, and Universal Design for Learning (UDL), guiding educational innovation toward inclusive and personalized experiences. In conclusion, gamification is consolidating itself as an effective pedagogical strategy that enhances learning, engagement, and educational equity in diverse contexts.

Sección:
Artículos de Revisión

Referencias

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