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Título
Expert consensus on gamification strategies for ICT courses in higher education: a modified Delphi approach
Autor(es)
Palabras clave
Active learning
Delphi method
Expert consensus
Gamification
Higher education
ICT
Instructional design
Motivation
Clasificación UNESCO
1203.10 Enseñanza Con Ayuda de Ordenador
5801.07 Métodos Pedagógicos
5802.04 Niveles y Temas de Educación
5802.06 Análisis, Realización de Modelos y Planificación Estadística
6104.02 Métodos Educativos
Fecha de publicación
2026-02-12
Editor
Frontiers
Citación
Jaramillo-Mediavilla L., Basantes-Andrade A., Casillas-Martín, S., & Cabezas-González, M.(2026). Expert consensus on gamification strategies for ICT courses in higher education: A modified Delphi approach. Frontiers in Education, 11, 1-10. https:/doi.org/ 10.3389/feduc.2026.1781564
Resumen
[EN]Teaching Information and Communication Technologies (ICT) in higher education
faces the challenge of engaging students accustomed to interactive and
digital learning environments. Although gamification has emerged as a promising
pedagogical strategy to enhance motivation, participation, and learning, there is
still no consensus on which gamification elements and strategies should be prioritized
in ICT courses. To address this gap, this study aimed to identify, through
expert consensus, the most relevant gamification components for ICT teaching
in higher education. A modified Delphi study with a mixed-methods design was
conducted in two rounds: an open exploratory phase and a structured round
using a five-point Likert scale. Twelve experts were selected based on a competence
coefficient (K ≥ 0.75). Quantitative analyses included means, standard
deviations, interquartile range (IQR), coefficient of variation (CV), and Kendall’s
coefficient of concordance (W), complemented by qualitative thematic coding
with an inter-coder reliability of κ = 0.82. Consensus thresholds followed current
Delphi standards (≥ 80% agreement, IQR ≤ 1, CV ≤ 0.30, and W ≥ 0.60). The
results indicate that experts prioritized challenges and quests (83% agreement;
W = 0.66), followed by points and rewards (67%) and the complementary use of
badges and leaderboards. Strong consensus was reached regarding the potential
of gamification to strengthen problem-solving, critical thinking, and collaboration
(100%; W = 0.90), and to increase active participation (100%) and promote
deep understanding (83%). However, heterogeneity persisted in relation to the
selection of technological platforms (W = 0.27) and specific strategies (W = 0.28),
and the effects on academic performance were reported as inconsistent. Overall,
the findings suggest that gamification is most effective when systematically integrated
into ICT curricula, supported by teacher training and immediate feedback
mechanisms. As no universal technological platform is recommended, the use
of contextual selection criteria is essential. These results provide a conceptually
validated reference framework for the design of gamified learning experiences in
higher education and underscore the need for further empirical validation across
diverse educational contexts.
URI
DOI
10.3389/feduc.2026.1781564
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