Gamification and Ludification in Three-Dimensional Immersive Digital Environments: A Comparative Analysis of Critical Reasoning Development
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Keywords

gamification
ludification
immersive digital environments
educational technology

How to Cite

Gamification and Ludification in Three-Dimensional Immersive Digital Environments: A Comparative Analysis of Critical Reasoning Development. (2026). MORPHEÚS: Digital Journal of Pfychology of the Marista University of Queretaro, 3(03), 27-38. https://editorial.umq.edu.mx/MORPHEUS/article/view/33

Abstract

This article presents a comparative theoretical analysis of the didactic effectiveness between gamification and ludification strategies for developing critical thinking in university students using Three-Dimensional Immersive Digital Environments (EDIT). Through an integrative theoretical review with systematic search criteria, it examines how these pedagogical approaches specifically influence the cognitive processes of analysis and synthesis. The findings reveal fundamental methodological differences: while in many gamification designs, especially those centered on points, badges, and leaderboards, there is a risk that external reward systems may compromise meaningful learning, ludification preserves intrinsic motivation by integrating play as a natural knowledge construction process. In EDIT, this distinction gains a spatial dimension: Hall's (1966) proxemic zones theory, comprising four zones (intimate, personal, social, and public), helps explain how the spatial distances encoded in three-dimensional environments differentially shape the learning experience in gamified versus ludified settings. The analysis demonstrates that gamification favors structured and sequential analytical skills, while ludification promotes holistic analysis and creative synthesis, with EDIT amplifying each approach differentially. It is concluded that there is no absolute superiority of one approach over another, but that effectiveness depends on contextual factors such as student profile, content complexity, and specific learning objectives.

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Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Copyright (c) 2026 Ricardo Rivera Carrillo, Christian Jonathan Angel Rueda, Martin Joaquin Aguilar Muñez (Autor/a)

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