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Negative effects of gamification in education software: Systematic mapping and practitioner perceptions
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What this work says
Outgoing claims: the papers this work cites, builds on, or argues with.
inferredcites →https://doi.org/10.1007/3-540-27662-9openalex-snapshot
Foundations of Empirical Software Engineering
inferredcites →https://doi.org/10.1007/3-540-27662-9_8openalex-snapshot
The TAME Project: Towards Improvement-Oriented Software Environments
inferredcites →https://doi.org/10.1007/978-1-84800-044-5openalex-snapshot
Guide to Advanced Empirical Software Engineering
inferredcites →https://doi.org/10.1007/978-3-030-28005-5openalex-snapshot
Systems, Software and Services Process Improvement
inferredcites →https://doi.org/10.1007/978-3-642-29044-2openalex-snapshot
Experimentation in Software Engineering
inferredcites →https://doi.org/10.1007/978-3-642-39454-6openalex-snapshot
Foundations of Augmented Cognition
inferredcites →https://doi.org/10.1007/s10459-010-9222-yopenalex-snapshot
Likert scales, levels of measurement and the “laws” of statistics
inferredcites →https://doi.org/10.1007/s10639-013-9291-7openalex-snapshot
Digital badges in education
inferredcites →https://doi.org/10.1007/s10664-016-9451-7openalex-snapshot
Naming the pain in requirements engineering
inferredcites →https://doi.org/10.1007/s10664-016-9469-xopenalex-snapshot
Are delayed issues harder to resolve? Revisiting cost-to-fix of defects throughout the lifecycle
inferredcites →https://doi.org/10.1007/s12528-017-9150-4openalex-snapshot
Gamification: a systematic review of design frameworks
inferredcites →https://doi.org/10.1007/s12528-019-09228-9openalex-snapshot
Comparing badges and learning goals in low- and high-stakes learning contexts
inferredcites →https://doi.org/10.1016/j.chb.2016.08.050openalex-snapshot
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience
inferredcites →https://doi.org/10.1016/j.chb.2020.106392openalex-snapshot
Can gamification help to improve education? Findings from a longitudinal study
inferredcites →https://doi.org/10.1016/j.compedu.2012.12.020openalex-snapshot
Gamifying learning experiences: Practical implications and outcomes
inferredcites →https://doi.org/10.1016/j.compedu.2014.01.012openalex-snapshot
An empirical study comparing gamification and social networking on e-learning
inferredcites →https://doi.org/10.1016/j.compedu.2014.08.019openalex-snapshot
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
inferredcites →https://doi.org/10.1016/j.compedu.2014.12.012openalex-snapshot
Gamification in assessment: Do points affect test performance?
inferredcites →https://doi.org/10.1016/j.compedu.2015.04.011openalex-snapshot
Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators
inferredcites →https://doi.org/10.1016/j.compedu.2017.08.005openalex-snapshot
Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study
inferredcites →https://doi.org/10.1016/j.compedu.2018.07.009openalex-snapshot
The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance
inferredcites →https://doi.org/10.1016/j.edurev.2020.100326openalex-snapshot
The impact of gamification on learning and instruction: A systematic review of empirical evidence
inferredcites →https://doi.org/10.1016/j.ijhcs.2014.09.006openalex-snapshot
Gamification in theory and action: A survey
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.04.009openalex-snapshot
Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.05.006openalex-snapshot
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.09.003openalex-snapshot
Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.09.004openalex-snapshot
Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.11.007openalex-snapshot
Strengthening gamification studies: Current trends and future opportunities of gamification research
inferredcites →https://doi.org/10.1016/j.ijhcs.2021.102674openalex-snapshot
Effects of gender and personality differences on students’ perception of game design elements in educational gamification
inferredcites →https://doi.org/10.1016/j.ijinfomgt.2018.10.013openalex-snapshot
The Rise of Motivational Information Systems: A Review of Gamification Research
inferredcites →https://doi.org/10.1016/j.infsof.2015.03.007openalex-snapshot
Guidelines for conducting systematic mapping studies in software engineering: An update
inferredcites →https://doi.org/10.1016/j.infsof.2020.106294openalex-snapshot
On the performance of hybrid search strategies for systematic literature reviews in software engineering
inferredcites →https://doi.org/10.1016/j.infsof.2020.106366openalex-snapshot
Guidelines for the search strategy to update systematic literature reviews in software engineering
inferredcites →https://doi.org/10.1016/j.invent.2016.10.002openalex-snapshot
Gamification for health and wellbeing: A systematic review of the literature
inferredcites →https://doi.org/10.1016/j.jbusres.2020.08.032openalex-snapshot
Uncovering the dark side of gamification at work: Impacts on engagement and well-being
inferredcites →https://doi.org/10.1016/j.jss.2018.03.065openalex-snapshot
Gamification in software engineering education: A systematic mapping
inferredcites →https://doi.org/10.1016/j.jss.2020.110607openalex-snapshot
When to update systematic literature reviews in software engineering
inferredcites →https://doi.org/10.1080/10494820.2014.964263openalex-snapshot
Gamification and student motivation
inferredcites →https://doi.org/10.1108/eor-06-2023-0008openalex-snapshot
Going virtual: adapting in-person interactive focus groups to the online environment
inferredcites →https://doi.org/10.1109/access.2020.3011222openalex-snapshot
What Perception Do Students Have About the Gamification Elements?
inferredcites →https://doi.org/10.1109/esem.2019.8870157openalex-snapshot
Understanding Development Process of Machine Learning Systems: Challenges and Solutions
inferredcites →https://doi.org/10.1109/esem20512.2013openalex-snapshot
2013 ACM / IEEE International Symposium on Empirical Software Engineering and Measurement
inferredcites →https://doi.org/10.1109/fie.2017.8190500openalex-snapshot
Improved student independence through competitive tinkering
inferredcites →https://doi.org/10.1109/hicss.2014.377openalex-snapshot
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
inferredcites →https://doi.org/10.1109/icse12134.2009openalex-snapshot
2009 IEEE 31st International Conference on Software Engineering
inferredcites →https://doi.org/10.1109/itng36262.2015openalex-snapshot
2015 12th International Conference on Information Technology - New Generations
inferredcites →https://doi.org/10.1109/latice30242.2013openalex-snapshot
2013 Learning and Teaching in Computing and Engineering
inferredcites →https://doi.org/10.1109/rcis.2017.7956544openalex-snapshot
Gamification solutions for software acceptance: A comparative study of Requirements Engineering and Organizational Behavior techniques
inferredcites →https://doi.org/10.1109/seaa32488.2013openalex-snapshot
2013 39th Euromicro Conference on Software Engineering and Advanced Applications
inferredcites →https://doi.org/10.1109/seh.2019.00009openalex-snapshot
On Gamifying an Existing Healthcare System: Method, Conceptual Model and Evaluation
inferredcites →https://doi.org/10.1109/tlt.2018.2823710openalex-snapshot
Adaptive Gamification for Learning Environments
inferredcites →https://doi.org/10.1111/jcal.12254openalex-snapshot
Learning and engagement in a gamified course: I nvestigating the effects of student characteristics
inferredcites →https://doi.org/10.1145/2691352.2691353openalex-snapshot
Gamification in educational software development
inferredcites →https://doi.org/10.1145/2695664.2695752openalex-snapshot
Does gamification work for boys and girls?
inferredcites →https://doi.org/10.1145/3019612.3019752openalex-snapshot
A gamification requirements catalog for educational software
inferredcites →https://doi.org/10.1177/0735633118797330openalex-snapshot
Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
inferredcites →https://doi.org/10.1177/1046878119884996openalex-snapshot
Do Badges Affect Intrinsic Motivation in Introductory Programming Students?
inferredcites →https://doi.org/10.1177/1049732318782167openalex-snapshot
Using Online Meeting Software to Facilitate Geographically Dispersed Focus Groups for Health Workforce Research
inferredcites →https://doi.org/10.1186/s12952-015-0033-9openalex-snapshot
Negative results: negative perceptions limit their potential for increasing reproducibility
inferredcites →https://doi.org/10.1242/dmm.015123openalex-snapshot
Negativity towards negative results: a discussion of the disconnect between scientific worth and scientific culture
inferredcites →https://doi.org/10.17083/ijsg.v7i4.356openalex-snapshot
A Fundamental Study for Gamification Design: Exploring Learning Tendencies’ Effects
inferredcites →https://doi.org/10.19173/irrodl.v19i3.3664openalex-snapshot
A Playful Approach to Fostering Motivation in a Distance Education Computer Programming Course: Behaviour Change and Student Perceptions
inferredcites →https://doi.org/10.20368/1971-8829/1070openalex-snapshot
The design and implementation of a gamified assessment
inferredcites →https://doi.org/10.2307/249008openalex-snapshot
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
inferredcites →https://doi.org/10.24251/hicss.2017.155openalex-snapshot
How to Gamify? A Method For Designing Gamification
inferredcites →https://doi.org/10.24251/hicss.2017.244openalex-snapshot
Gender Moderation in Gamification: Does One Size Fit All?
inferredcites →https://doi.org/10.29333/ajqr/12085openalex-snapshot
The Coding Manual for Qualitative Researchers
inferredcites →https://doi.org/10.3389/fpsyg.2019.02468openalex-snapshot
Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students
inferredcites →https://doi.org/10.3390/info11050249openalex-snapshot
Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology
inferredcites →https://doi.org/10.3390/su11113002openalex-snapshot
The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations
inferredcites →https://doi.org/10.3390/su12093801openalex-snapshot
Teaching Presence in Online Gamified Education for Sustainability Learning
inferredcites →https://doi.org/10.3390/su12239958openalex-snapshot
Is Classroom Gamification Opposed to Performance?
inferredcites →https://doi.org/10.34190/gbl.19.016openalex-snapshot
Implementation and Assessment of Three Gamification Strategies Across Multiple Higher Education Disciplines
inferredcites →https://doi.org/10.4103/tcmj.tcmj_5_19openalex-snapshot
An evaluation study on gamified online learning experiences and its acceptance among medical students
inferredcites →https://doi.org/10.4172/2471-9919.1000115openalex-snapshot
PICO: Model for Clinical Questions
inferredcites →https://doi.org/10.5220/0000135400002547openalex-snapshot
Proceedings of the 12th International Conference on Computer Supported Education
inferredcites →https://doi.org/10.5753/rbie.2019.27.02.40openalex-snapshot
Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings
What points at this work
Incoming claims: where this work appears in other papers’ reference lists and arguments.
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Modelgame: Bridging the Gap between Gamification and Software Modeling Teaching a Quality Model for Objective Evaluation and Enhanced Learning Experiences
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Science and Videogames: From Scientific Dissemination to Knowledge Production
inferred← citeshttps://doi.org/10.1002/curj.70042openalex-snapshot
Play to plan: Integrating gamification into the entrepreneurship curriculum to predict and enhance students’ intentions
inferred← citeshttps://doi.org/10.1002/smr.2704openalex-snapshot
Promoting social and human factors through a gamified automotive software development environment
inferred← citeshttps://doi.org/10.1007/978-3-031-56848-0_3openalex-snapshot
AI and Gamification: Adding Fun to Learning
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Empowering Learners with Autism Spectrum Disorder (ASD) Through Gamification
inferred← citeshttps://doi.org/10.1007/978-3-032-02999-7_12openalex-snapshot
An Investigation of Non-competitive Gamification Additions to an Online Course
inferred← citeshttps://doi.org/10.1007/978-3-032-12968-0_26openalex-snapshot
Enhancing Strategic Analysis Thought with Gamification Tools and Techniques
inferred← citeshttps://doi.org/10.1007/978-3-032-39103-2_19openalex-snapshot
Motivation Without Overload: Adaptive Gamification with gAmIcode for Non-technical Web Development Learners
inferred← citeshttps://doi.org/10.1007/978-981-96-3081-3_24openalex-snapshot
Gamification in Digital Marketing for Boosting Tourist Destination Competitiveness: A Case Study
inferred← citeshttps://doi.org/10.1007/978-981-97-1814-6_79openalex-snapshot
How a Learning Analytics Dashboard Intervention Influences the Dynamics of Students’ Learning Behavior
inferred← citeshttps://doi.org/10.1007/s10639-026-13930-4openalex-snapshot
How game elements are connected to motivational design in gamified geogebra learning environments: identifying design principles using ARCS theory
inferred← citeshttps://doi.org/10.1007/s10639-026-14133-7openalex-snapshot
The influence of gamification affordance on the intention to continue using MOOCs: based on the A–P–B framework
inferred← citeshttps://doi.org/10.1007/s10758-025-09866-2openalex-snapshot
The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
inferred← citeshttps://doi.org/10.1007/s11423-026-10591-5openalex-snapshot
Beyond points and badges: systematic design and refinement of gamified learning through educational design research
inferred← citeshttps://doi.org/10.1007/s12528-025-09438-4openalex-snapshot
More competition, less interaction: gamifying lectures using a leaderboard reduces female students’ social engagement
inferred← citeshttps://doi.org/10.1007/s40692-025-00366-xopenalex-snapshot
The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial
inferred← citeshttps://doi.org/10.1007/s44217-023-00069-4openalex-snapshot
Capturing student interest in software engineering through gamification: a systematic literature review
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Exploring emotional and technological drivers of e-learning continuance intention among university students
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Immediate and delayed effects of multi-element and points-only gamified mobile apps on EFL learners' engagement in English vocabulary learning
inferred← citeshttps://doi.org/10.1016/j.compedu.2024.105000openalex-snapshot
Approaches and game elements used to tailor digital gamification for learning: A systematic literature review
inferred← citeshttps://doi.org/10.1016/j.compedu.2024.105196openalex-snapshot
Personalization in educational gamification: Learners with different trait competitiveness benefit differently from rankings on leaderboards
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When a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology
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Can gamification improve children’s performance in mental rotation?
inferred← citeshttps://doi.org/10.1021/acs.jchemed.5c01679openalex-snapshot
Supporting First-Year Chemistry Undergraduates in Data Analysis through a Gamified Excel Escape Room
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Incorporating trait, domain, and state-layers into motivational design in sports: a multilayer perspective on motivation
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User preferences for game design elements in digital mental health interventions
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Gamification in Science Education: Mapping a decade of research through Bibliometric analysis
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Voluntary use of a gamified self-testing app in financial accounting: intensity, accuracy and exam outcomes
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The Relationship Between Gamification User Types, Demographic Factors, and Gaming Habits
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The effects of gamified flipped classroom on student learning: evidence from a meta-analysis
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The Effects of Gamification on Students' Gameful Experience According to Their Gender: A Quasi-Experimental Study
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Survival of the Tested: Gamified Unit Testing Inspired by Battle Royale
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ASSESSING THE BENEFITS OF MLOPS FOR SUPERVISED ONLINE REGRESSION MACHINE LEARNING
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Game format of the exam as an effective tool for assessing competence development
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A systematic literature review of the global experience of applying the gamification approach in teaching school geography
inferred← citeshttps://doi.org/10.3389/fpsyg.2025.1571463openalex-snapshot
Gamification in education—teachers’ perspectives through the lens of the theory of planned behavior
inferred← citeshttps://doi.org/10.3390/educsci13100984openalex-snapshot
Does Gamification Make a Difference in Programming Education? Evaluating FGPE-Supported Learning Outcomes
inferred← citeshttps://doi.org/10.3390/educsci15081054openalex-snapshot
From Engagement to Achievement: How Gamification Impacts Academic Success in Higher Education
inferred← citeshttps://doi.org/10.3390/educsci16010159openalex-snapshot
Enhancing First-Year Mathematics Achievement Through a Complex Gamified Learning System
inferred← citeshttps://doi.org/10.3390/educsci16081303openalex-snapshot
University Students’ Perceptions of Gamified Learning: A Comparison of Students with and Without Prior Experience
inferred← citeshttps://doi.org/10.3390/electronics14214154openalex-snapshot
VClass Engager: A Generative AI-Based System for Enhancing Student Engagement in Synchronous Online Classes
inferred← citeshttps://doi.org/10.3390/encyclopedia6040083openalex-snapshot
Serious Video Games: Tools for Learning, Training and Health
inferred← citeshttps://doi.org/10.3390/ijerph23030364openalex-snapshot
Unfiltered Access, Unseen Harms: A Developmental and Public Health Critique of Digital Rights Discourse
inferred← citeshttps://doi.org/10.3390/info15020081openalex-snapshot
Gamification in Online Education: A Visual Bibliometric Network Analysis
inferred← citeshttps://doi.org/10.3390/su152015043openalex-snapshot
Chilean Student Teachers’ Willingness to Learn with Gamified Systems
inferred← citeshttps://doi.org/10.35575/rvucn.n74a7openalex-snapshot
Inteligencia emocional en estudiantes universitarios de fase profesional: Diseño, validación y aplicación de una práctica gamificada
inferred← citeshttps://doi.org/10.37745/bje.2013/vol13n1257103openalex-snapshot
Enhancing Student Engagement through AI-Driven Adaptive Learning and Gamification
inferred← citeshttps://doi.org/10.38159/ehass.20256930openalex-snapshot
Beyond the Textbook: Exploring Digital Games to Enhance South African Pre-Service Teachers’ Mastery of Industrialisation Concepts in History Education
inferred← citeshttps://doi.org/10.4018/407446openalex-snapshot
Artificial Intelligence in STEM Education for Gamification Learning
inferred← citeshttps://doi.org/10.4018/978-1-6684-9166-9.ch007openalex-snapshot
Instructor-Related Factors Affecting Game Utilization in Software Engineering Education
inferred← citeshttps://doi.org/10.4018/979-8-2600-1771-5.ch010openalex-snapshot
Designing Motivation in Metaverse Gamified Learning for Integrating Reward Systems and Progression Models
inferred← citeshttps://doi.org/10.4018/979-8-3373-0035-1.ch012openalex-snapshot
The Double-Edged Sword of Gamification
inferred← citeshttps://doi.org/10.4995/muse.2026.25238openalex-snapshot
Assessing the impact of Teaching Innovation Projects on university quality indicators and employer expectations: a case study in the Spanish university
inferred← citeshttps://doi.org/10.51214/biis.v4i2.1656openalex-snapshot
The Development of Gamification-Based Qur'an Learning Media Using Wordwall at SMK Muhammadiyah 3 Singosari, Indonesia
inferred← citeshttps://doi.org/10.54751/revistafoco.v19n10-024openalex-snapshot
EDUCAÇÃO AMBIENTAL E JOGOS DIDÁTICOS NO ENSINO FUNDAMENTAL II: POTENCIALIDADES, LIMITES E CONDIÇÕES PARA PRÁTICAS INTERDISCIPLINARES
inferred← citeshttps://doi.org/10.55463/issn.1674-2974.53.3.10openalex-snapshot
Gamification Design and Effectiveness Analysis of Bilingual Website-Based Historiopreneurship Learning Media at Lambung Mangkurat University
inferred← citeshttps://doi.org/10.55813/gaea/revistacec/v1/n2/12openalex-snapshot
Estrategias de gamificación y motivación escolar para el aprendizaje significativo en estudiantes de educación secundaria
inferred← citeshttps://doi.org/10.55853/llp_v7pg4openalex-snapshot
The games and education iceberg: Going beyond the surface to deeper learning
inferred← citeshttps://doi.org/10.57108/iesj.2026.6-1.10openalex-snapshot
Aplicação da gamificação no ensino de lógica de programação para estudantes do ensino técnico
inferred← citeshttps://doi.org/10.5753/ihc_estendido.2025.13285openalex-snapshot
Analisando Elementos de Gamificação em Aplicativos com fins Educacionais
inferred← citeshttps://doi.org/10.5753/jbcs.2024.4310openalex-snapshot
Potential Adverse Effects Caused by Gamification Elements in mHealth Apps
inferred← citeshttps://doi.org/10.5753/sbes.2024.3027openalex-snapshot
Towards Effective Collaboration between Software Engineers and Data Scientists developing Machine Learning-Enabled Systems
inferred← citeshttps://doi.org/10.5753/sbes.2024.3517openalex-snapshot
Teaching Software Engineering: An Overview of Current Approaches and Practices in the Last Decade of SBES
inferred← citeshttps://doi.org/10.5753/sbes.2025.9965openalex-snapshot
Unveiling the Relationship Between Continuous Integration and Code Review: A Study with 10 Closed-source Projects
inferred← citeshttps://doi.org/10.5753/wei.2024.3050openalex-snapshot
Avaliação heurística de um ambiente gamificado para ensino de programação
inferred← citeshttps://doi.org/10.5772/intechopen.1012608openalex-snapshot
Perspective Chapter: Transforming Education Through Gamification Supported by Metaintelligence Frameworks
inferred← citeshttps://doi.org/10.58763/rc202397openalex-snapshot
Pedagogical strategies based on inverted classroom - Integration of ICT in naval technologies at the Escuela Naval de Suboficiales A.R.C. Barranquilla
inferred← citeshttps://doi.org/10.59041/eyor.1638158openalex-snapshot
The Role of Mind and Intelligence Games in Supporting Student Development: A Focus on Cognitive, Affective, and Psychomotor Domains
inferred← citeshttps://doi.org/10.5944/ried.27.1.37648openalex-snapshot
Gamificación-educación: el poder del dato. El profesorado en las redes sociales
inferred← citeshttps://doi.org/10.59899/dis-metopenalex-snapshot
Diseño de métodos didácticos con inteligencia artificial y tecnologías emergentes: validación experimental en estudiantes de secundaria
inferred← citeshttps://doi.org/10.63618/omd/revinvlid/v2/n4/44openalex-snapshot
Gamificación y aprendizaje significativo de las matemáticas en educación primaria
inferred← citeshttps://doi.org/10.66556/2663-0117.49.serdiukov-mopenalex-snapshot
Formation of international manager competencies through the Civilization VI simulation
inferred← citeshttps://doi.org/10.69569/jip.2024.0480openalex-snapshot
Level up Learning: A Systematic Review of Gamification in Physical Education
inferred← citeshttps://doi.org/10.69639/arandu.v13i1.2035openalex-snapshot
Sistema gamificado con realidad aumentada para la enseñanza de la Geografía del Ecuador en Educación General Básica
inferred← citeshttps://doi.org/10.69693/ijmst.v4i2.10621openalex-snapshot
Analisis Pemanfaatan Media Quizizz sebagai Alat Evaluasi Pembelajaran IPA Materi Pesawat Sederhana di SMP Al Falah Jakarta
inferred← citeshttps://doi.org/10.69821/remuvac.v3i2.341openalex-snapshot
Gamificación y autorregulación del aprendizaje en educación media
inferred← citeshttps://doi.org/10.69823/avacient.v5n3a5openalex-snapshot
GAMIFICACIÓN PARA MEJORAR EL RENDIMIENTO EN PRESENTACIONES VISUALES ESCOLARES: UNA INTERVENCIÓN CON ESTUDIANTES DE PRIMER SEMESTRE
inferred← citeshttps://doi.org/10.70577/asce/2363.2388/2025openalex-snapshot
Gamificación y entornos inmersivos digitales: estrategias neuroeducativas para potenciar el aprendizaje significativo de las matemáticas en la Educación General Básica
inferred← citeshttps://doi.org/10.70577/asce/454.477/2025openalex-snapshot
Gamificación Transversal en el Currículo Escolar: Un Estudio de su Efecto en el Desarrollo de Habilidades sobre el medio ambiente y Creatividad en Estudiantes.
Editorial review for independent work. ICSAC — the Institute for Complexity
Science and Advanced Computing — runs a structured editorial panel for researchers
publishing outside journals, and publishes on CiteStamp rails. Submission is free
and goes through ORCID: icsacinstitute.org/submit.