
Código Científico Revista de Investigación Vol. 7 – Núm. 1 / Enero – Junio – 2026
375
comprehension and motivation. European Journal of English Language Teaching, 7(1),
97–113. https://doi.org/10.46827/ejel.v7i1.4148
Concha-Ramirez, J. A., Saavedra-Calberto, I. M., Ordoñez-Loor, I. I., & Alcivar-Córdova, D.
M. (2023). Impacto de la gamificación en la motivación y el compromiso estudiantil en
educación primaria. Revista Científica Ciencia Y Método, 1(4), 44-55.
https://doi.org/10.55813/gaea/rcym/v1/n4/22
Conradi, K., Jang, B. G., & McKenna, M. C. (2014). Motivation terminology in reading
research: A conceptual review. Educational Psychology Review, 26, 127–164.
https://doi.org/10.1007/s10648-013-9245-z
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
gamefulness: Defining “gamification”. Proceedings of the 15th International Academic
MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040
Freiermuth, M. R., & Ito, M. (2022). Battling with books: The gamification of an EFL
extensive reading class. Simulation & Gaming, 53(1), 22–55.
https://doi.org/10.1177/10468781211061858
Gambrell, L. B. (2011). Seven rules of engagement: What’s most important to know about
motivation to read. The Reading Teacher, 65(3), 172–178.
https://doi.org/10.1002/TRTR.01024
Guthrie, J. T., & Klauda, S. L. (2014). Effects of classroom practices on reading
comprehension, engagement, and motivations for adolescents. Reading Research
Quarterly, 49(4), 387–416. https://doi.org/10.1002/rrq.81
Guthrie, J. T., Wigfield, A., & You, W. (2012). Instructional contexts for engagement and
achievement in reading. En S. L. Christenson, A. L. Reschly, & C. Wylie (Eds.),
Handbook of research on student engagement (pp. 601–634). Springer.
https://doi.org/10.1007/978-1-4614-2018-7_29
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of
empirical studies on gamification. 2014 47th Hawaii International Conference on
System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A
longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and
academic performance. Computers & Education, 80, 152–161.
https://doi.org/10.1016/j.compedu.2014.08.019
Holguín-Chávez, L. E., Vergara-León, D. Y., Cuenca-Zambrano, M. M., Rivera-Chamba, M.
J., & Cevallos-Lima, J. I. (2026). Gamificación como estrategia para mejorar el
rendimiento académico en lengua y literatura de educación básica. Revista Científica
Ciencia Y Método, 4(1), 399-413. https://doi.org/10.55813/gaea/rcym/v4/n1/159
Ilvis-Vacacela, J. M., Guaita-Lagua, Z. C., & Yuquilema-Cachipud, M. A. (2025). El impacto
de herramientas digitales en el aprendizaje de la lengua Kichwa: experiencia
innovadora de enseñanza virtual. Journal of Economic and Social Science
Research, 5(1), 93–106. https://doi.org/10.55813/gaea/jessr/v5/n1/156
Johnson, D. W., Johnson, R. T., & Smith, K. A. (2014). Cooperative learning: Improving
university instruction by basing practice on validated theory. Journal on Excellence in
College Teaching, 25(3–4), 85–118. https://eric.ed.gov/?id=EJ1041374