Strengthening civic skills through gamification in upper elementary social studies
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The article analyzes the evidence on the use of gamification to strengthen civic competencies in the area of Social Studies in Upper Secondary Education, given the gap between curricular objectives and practices focused on memorization. A literature review was conducted of empirical studies published between 2010 and 2025 in specialized databases, with students aged 12 to 15 and gamified experiences in Social Studies, History, or Citizenship Education, applying inclusion criteria, thematic analysis, and methodological quality assessment. The findings show small to moderate effects of gamification on learning, procedural civic engagement, critical thinking, and cooperation, especially when the mechanics are aligned with observable civic outcomes, incorporate collaborative missions, narratives with dilemmas, clear goals, and formative feedback, and are sustained over time. It is concluded that gamification, conceived as a didactic architecture and not just as a motivational incentive, can support citizenship education if it is designed with pedagogical intent, authentic assessment, and attention to the Latin American school context, although gaps in measurement and heterogeneity of designs persist, limiting generalization.
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