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Artículos de Revisión

Vol. 6 Núm. 12 (2026): Revista Simón Rodríguez

Gamificación y creatividad en la educación parvularia: revisión sistemática

Gamification and creativity in early childhood education: a systematic review
Publicado
2026-07-01

Contexto: La gamificación en contextos no lúdicos tiene un potencial significativo para estimular el pensamiento creativo en edades tempranas, constituyéndose en un recurso pedagógico innovador. Objetivo: Analizar la relación entre la gamificación y el desarrollo de la creatividad en la educación parvularia. Metodología: Se realizó una revisión sistemática siguiendo PRISMA, seleccionando 20 estudios empíricos publicados entre 2020 y 2024, recuperados de Scopus, Web of Science, ERIC, SciELO, Redalyc y Dialnet. Resultados: El 75 % de los estudios reportó efectos positivos de la gamificación sobre la creatividad infantil, con mejoras del 20 al 45 % en habilidades como fluidez, originalidad y pensamiento divergente. Los elementos más efectivos identificados fueron narrativas inmersivas, retroalimentación inmediata y desafíos graduales, los cuales promovieron experiencias de aprendizaje motivadoras y activas. Conclusiones: La gamificación constituye una herramienta pedagógica prometedora para fomentar la creatividad en la educación parvularia. Su implementación estructurada y contextualizada puede potenciar habilidades cognitivas y socioemocionales, contribuyendo al desarrollo integral de los niños en etapas tempranas.

Context: Gamification in non-game contexts holds significant potential to stimulate creative thinking during early childhood, serving as an innovative pedagogical resource. Objective: To analyze the relationship between gamification and creativity development in early childhood education. Methodology: A systematic review was conducted following the PRISMA guidelines. Twenty empirical studies published between 2020 and 2024 were selected, retrieved from Scopus, Web of Science, ERIC, SciELO, Redalyc, and Dialnet. Results: Findings indicate that 75% of the studies reported positive effects of gamification on childhood creativity, with improvements ranging from 20% to 45% in skills such as fluency, originality, and divergent thinking. The most effective elements identified were immersive narratives, immediate feedback, and scaffolded challenges, which fostered motivating and active learning experiences. Conclusions: Gamification constitutes a promising pedagogical tool for fostering creativity in early childhood education. Its structured and contextualized implementation can enhance cognitive and socio-emotional skills, contributing to the holistic development of children during their early years.

Sección:
Artículos de Revisión

Referencias

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