Aprendizaje Significativo Entorno a la IA Generativa: Gamificación para Experiencias Educativas.

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Title: Aprendizaje Significativo Entorno a la IA Generativa: Gamificación para Experiencias Educativas.
Alternate Title: Meaningful Learning in Generative AI Environment: Gamification for Educational Experiences.
Authors: Santillán Trujillo, Mónica1 mlsantillan@espe.edu.ec, Ramírez Uceda, José Miguel2 miguel@interactvty.com, de Castro Lozano, Carlos3 carlos@uco.es, Enríquez Alulema, Ángel1 agenriquez@espe.edu.ec
Source: Comunicar. Jul2025, Vol. 33 Issue 82, p245-256. 12p.
Subject Terms: *Generative artificial intelligence, Affective computing, Transmedia storytelling, Digital technology, Ubiquitous computing
Abstract (English): This transdisciplinary study examines the impact of innovative methodologies in educational environments enhanced by generative artificial intelligence and gamification across seven Ibero-American countries (Ecuador, Spain, Bolivia, México, Argentina y Puerto Rico), involving 2,800 university students. Applying the SIALU methodology (Innovative System for University Playful Learning), Transmedia Open Online Courses (TOOCs) were designed, integrating affective intelligent virtual agents (AVIAs), project-based learning, and adaptive gamification. The main objectives include analyzing the effectiveness of these environments in student motivation, digital inclusion, and the development of transversal competencies. Using a mixed-methods approach (quantitative and qualitative), data were analyzed through focus groups, learning logs, and photographic records. The results indicate an 85% improvement in content comprehension (p<0.001) and a 90% increase in student participation, highlighting the impact of transmedia narratives and digital fanzines on cultural and creative resignification. Additionally, 78% of participants reported significant progress in creative and semiotic competencies, demonstrating the potential of these tools to transform learning in higher education. These findings underscore the need to integrate exponential technologies, such as generative AI, ubiquitous and affective computing, extended reality systems, and the metaverse into curriculum design. These innovations foster motivation and digital inclusion while optimizing academic performance, establishing an adaptable and scalable educational model to meet the challenges of the digital era. [ABSTRACT FROM AUTHOR]
Abstract (Spanish): Este estudio transdisciplinar examina el impacto de metodologías innovadoras en entornos educativos potenciados por inteligencia artificial generativa y gamificación en siete países iberoamericanos (Ecuador, España, Bolivia, México, Argentina y Puerto Rico), con la participación de 2,800 estudiantes universitarios. Aplicando la metodología SIALU (Sistema Innovador de Aprendizaje Lúdico Universitario), se diseñaron Cursos Abiertos Transmedia en Línea (TOOCs), integrando agentes virtuales inteligentes afectivos (AVIAs), de aprendizaje basado en proyectos y gamificación adaptativa. Los objetivos principales incluyen analizar la eficacia de estos entornos en la motivación estudiantil, la inclusión digital y el desarrollo de competencias transversales. Desde un enfoque mixto (cuantitativo y cualitativo), se analizaron datos mediante grupos focales, bitácoras de aprendizaje y registros fotográficos. Los resultados indican una mejora del 85% en la comprensión de contenidos (p<0.001) y un incremento del 90% en la participación estudiantil, destacando el impacto de las narrativas transmedia y los fanzines digitales en la resignificación cultural y creativa. Además, el 78% de los participantes reportó una evolución significativa en competencias creativas y semióticas, evidenciando el potencial de estas herramientas para transformar el aprendizaje en educación superior. Estos hallazgos subrayan la necesidad de integrar tecnologías exponenciales, como la IA generativa, computación ubicua y afectiva, sistemas de realidad extendida y metaverso en el diseño curricular. Estas innovaciones fomentan la motivación e inclusión digital, y optimizan el rendimiento académico, estableciendo un modelo educativo adaptable y escalable a los desafíos de la era digital. [ABSTRACT FROM AUTHOR]
Copyright of Comunicar is the property of Oxbridge Publishing House and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: &lt;searchLink fieldCode=&quot;JN&quot; term=&quot;%22Comunicar%22&quot;&gt;Comunicar&lt;/searchLink&gt;. Jul2025, Vol. 33 Issue 82, p245-256. 12p.
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  Data: *&lt;searchLink fieldCode=&quot;DE&quot; term=&quot;%22Generative+artificial+intelligence%22&quot;&gt;Generative artificial intelligence&lt;/searchLink&gt;&lt;br /&gt;&lt;searchLink fieldCode=&quot;DE&quot; term=&quot;%22Affective+computing%22&quot;&gt;Affective computing&lt;/searchLink&gt;&lt;br /&gt;&lt;searchLink fieldCode=&quot;DE&quot; term=&quot;%22Transmedia+storytelling%22&quot;&gt;Transmedia storytelling&lt;/searchLink&gt;&lt;br /&gt;&lt;searchLink fieldCode=&quot;DE&quot; term=&quot;%22Digital+technology%22&quot;&gt;Digital technology&lt;/searchLink&gt;&lt;br /&gt;&lt;searchLink fieldCode=&quot;DE&quot; term=&quot;%22Ubiquitous+computing%22&quot;&gt;Ubiquitous computing&lt;/searchLink&gt;
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  Data: This transdisciplinary study examines the impact of innovative methodologies in educational environments enhanced by generative artificial intelligence and gamification across seven Ibero-American countries (Ecuador, Spain, Bolivia, M&#233;xico, Argentina y Puerto Rico), involving 2,800 university students. Applying the SIALU methodology (Innovative System for University Playful Learning), Transmedia Open Online Courses (TOOCs) were designed, integrating affective intelligent virtual agents (AVIAs), project-based learning, and adaptive gamification. The main objectives include analyzing the effectiveness of these environments in student motivation, digital inclusion, and the development of transversal competencies. Using a mixed-methods approach (quantitative and qualitative), data were analyzed through focus groups, learning logs, and photographic records. The results indicate an 85% improvement in content comprehension (p&lt;0.001) and a 90% increase in student participation, highlighting the impact of transmedia narratives and digital fanzines on cultural and creative resignification. Additionally, 78% of participants reported significant progress in creative and semiotic competencies, demonstrating the potential of these tools to transform learning in higher education. These findings underscore the need to integrate exponential technologies, such as generative AI, ubiquitous and affective computing, extended reality systems, and the metaverse into curriculum design. These innovations foster motivation and digital inclusion while optimizing academic performance, establishing an adaptable and scalable educational model to meet the challenges of the digital era. [ABSTRACT FROM AUTHOR]
– Name: Abstract
  Label: Abstract (Spanish)
  Group: Ab
  Data: Este estudio transdisciplinar examina el impacto de metodolog&#237;as innovadoras en entornos educativos potenciados por inteligencia artificial generativa y gamificaci&#243;n en siete pa&#237;ses iberoamericanos (Ecuador, Espa&#241;a, Bolivia, M&#233;xico, Argentina y Puerto Rico), con la participaci&#243;n de 2,800 estudiantes universitarios. Aplicando la metodolog&#237;a SIALU (Sistema Innovador de Aprendizaje L&#250;dico Universitario), se dise&#241;aron Cursos Abiertos Transmedia en L&#237;nea (TOOCs), integrando agentes virtuales inteligentes afectivos (AVIAs), de aprendizaje basado en proyectos y gamificaci&#243;n adaptativa. Los objetivos principales incluyen analizar la eficacia de estos entornos en la motivaci&#243;n estudiantil, la inclusi&#243;n digital y el desarrollo de competencias transversales. Desde un enfoque mixto (cuantitativo y cualitativo), se analizaron datos mediante grupos focales, bit&#225;coras de aprendizaje y registros fotogr&#225;ficos. Los resultados indican una mejora del 85% en la comprensi&#243;n de contenidos (p&lt;0.001) y un incremento del 90% en la participaci&#243;n estudiantil, destacando el impacto de las narrativas transmedia y los fanzines digitales en la resignificaci&#243;n cultural y creativa. Adem&#225;s, el 78% de los participantes report&#243; una evoluci&#243;n significativa en competencias creativas y semi&#243;ticas, evidenciando el potencial de estas herramientas para transformar el aprendizaje en educaci&#243;n superior. Estos hallazgos subrayan la necesidad de integrar tecnolog&#237;as exponenciales, como la IA generativa, computaci&#243;n ubicua y afectiva, sistemas de realidad extendida y metaverso en el dise&#241;o curricular. Estas innovaciones fomentan la motivaci&#243;n e inclusi&#243;n digital, y optimizan el rendimiento acad&#233;mico, estableciendo un modelo educativo adaptable y escalable a los desaf&#237;os de la era digital. [ABSTRACT FROM AUTHOR]
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  Data: &lt;i&gt;Copyright of Comunicar is the property of Oxbridge Publishing House and its content may not be copied or emailed to multiple sites without the copyright holder&#39;s express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.&lt;/i&gt; (Copyright applies to all Abstracts.)
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        Value: 10.5281/zenodo.16387609
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        Text: Spanish
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      – SubjectFull: Generative artificial intelligence
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      – SubjectFull: Affective computing
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      – SubjectFull: Transmedia storytelling
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      – SubjectFull: Digital technology
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              Text: Jul2025
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              Y: 2025
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