Effect of gamification on participation and academic performance in an online engineering course

Autores/as

  • Henri Emmanuel Lopez Gomez Universidad Tecnológica del Perú (UTP), Perú
  • Roberto Carlos Dávila Morán Universidad Continental (UC), Perú
  • Vilma Luz Aparicio Salas Universidad Nacional San Antonio Abad del Cusco (UNSAAC), Perú
  • Zoraida Loaiza Ortiz Universidad Nacional San Antonio Abad del Cusco (UNSAAC), Perú
  • Juan Manuel Sanchez Soto Universidad Peruana Los Andes (UPLA), Perú
  • Julia Marleni Martin Marcelo Universidad Peruana Los Andes (UPLA), Perú
  • Dimna Zoila Alfaro Quezada Universidad Privada San Juan Bautista (UPSJB), Perú

DOI:

https://doi.org/10.18687/LACCEI2026.1.1.1324

Palabras clave:

gamification, online courses, student participation, academic performance, engineering education, virtual learning environments.

Resumen

The persistence of low participation levels and high failure rates in online engineering courses has motivated the search for pedagogical strategies that increase engagement and academic achievement without reducing disciplinary rigor. This study analyzes the effect of a gamified intervention integrated into the Learning Management System (LMS) on participation and academic performance in an online engineering course, using a quasi-experimental design with a non-equivalent comparison group. A comparative analysis was performed with two groups corresponding to two cohorts: one with the course where the content was delivered in a traditional manner (control group, n=102) and one with the course where gamification was applied (experimental group, n=108), which included experience points, badges, levels, weekly challenges, leaderboards, and immediate feedback, while maintaining the same content and assessments. The data collected consisted of objective indicators of participation and performance, and were analyzed using chi-square tests, ANCOVA, and regression models. The findings indicate that the experimental group achieved significant improvements in participation (days of activity, income, activities, and interaction in forums) and increased the pass rate from 62.7% to 78.7%. Additionally, in the experimental group, participation and interaction with game elements were positively correlated with the final grade, which explains a significant distribution of its variance. It is concluded that when gamification is implemented in alignment with the course objectives and integrated schematically into the Learning Management System (LMS), it can become an effective methodology for increasing both participation and academic performance in online engineering courses, while also providing a framework for replication in future studies.

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Publicado

2026-07-27

Número

Sección

Articles

Licencia

Licencia Creative Commons

Esta obra está bajo una Licencia Creative Commons Atribución-NoComercial-CompartirIgual 4.0 Internacional.

LACCEI conserva el copyright de todos los artículos publicados bajo los términos de su acuerdo de transferencia de copyright. Como titular del copyright, LACCEI distribuye los artículos al público bajo la Licencia Internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0 (CC BY-NC-SA 4.0).

Cómo citar

Lopez Gomez, H. E., Dávila Morán, R. C., Aparicio Salas, V. L., Loaiza Ortiz, Z., Sanchez Soto, J. M., Martin Marcelo, J. M., & Alfaro Quezada, D. Z. (2026). Effect of gamification on participation and academic performance in an online engineering course. LACCEI, 1(14). https://doi.org/10.18687/LACCEI2026.1.1.1324

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