ORIGINAL RESEARCH
Gamification to improve learning in dental students at
the Catholic University of Cuenca
Gamificación para mejorar el
aprendizaje en estudiantes de odontología de la Universidad Católica de Cuenca
Karla
Abigail Zhunio Ordóñez 1. Miriam Verónica
Lima Illescas 2
1 Salesian Polytechnic University. Faculty of
Dentistry. Cuenca, Ecuador. https://orcid.org/0000-0002-7430-0917
2 Catholic University
of Cuenca. Faculty of Dentistry. Cuenca, Ecuador. https://orcid.org/0000-0001-6844-3826
Correspondence
to: kzhunio93@gmail.com
Received: 03/02/2026 Accepted: 29/04/2026
ABSTRACT
Introduction: Teaching
Diagnostic Orthodontics in the Dentistry program requires innovative teaching
resources to motivate students and facilitate learning. Gamification is
presented as an educational strategy capable of increasing participation,
interest, and knowledge retention. Objective: To design and implement a plan of
gamified teaching strategies to improve learning among Diagnostic Orthodontics
students at the Catholic University of Cuenca. Methods: A qualitative-descriptive study was conducted
using an action research approach, based on the researcher's direct experience.
The intervention included interactive activities and online tests using
platforms such as Kahoot and Nearpod, assessing students' perceptions and
performance. Results: The majority of students positively valued the gamified
tools, considering the online tests (83.4%) and interactive activities (79.6%)
to be very useful in reinforcing learning and participation. Furthermore, 85.2%
perceived improvements in topic comprehension and exam preparation, while 79.6%
reported benefits in concentration and motivation, although some technical
difficulties were reported. The program-related incentives were well received
(85.2%), as was the use of Nearpod (81.5%) and Kahoot (75.9%). Overall satisfaction
reached 81.5%, confirming the effectiveness of gamification on academic
performance. Conclusions: Gamification significantly contributed to overcoming
difficulties in key topics in Diagnostic Orthodontics, promoting active,
motivating, and collaborative learning. This strategy strengthened cognitive,
social, and technological skills, as well as creativity and logical thinking,
facilitating the understanding of complex content and fostering a dynamic and
meaningful learning environment.
Keywords: Gamification; Dental Education; learning;
student motivation
RESUMEN
Introducción:
La enseñanza de la cátedra de Ortodoncia Diagnóstica en la carrera de
Odontología requiere innovar los recursos didácticos para motivar a los
estudiantes y facilitar el aprendizaje. La gamificación se presenta como una
estrategia educativa capaz de incrementar la participación, el interés y la
retención de conocimientos. Objetivo: Diseñar e implementar un plan de
estrategias didácticas gamificadas para mejorar el
aprendizaje de los estudiantes de Ortodoncia Diagnóstica en la Universidad
Católica de Cuenca. Métodos: Se realizó un estudio cualitativo-descriptivo con
enfoque de investigación-acción, basado en la experiencia directa del
investigador. La intervención incluyó actividades interactivas y test en línea
mediante plataformas como Kahoot y Nearpod, evaluando la percepción y el rendimiento de los
estudiantes. Resultados: La mayoría de los estudiantes valoró positivamente las
herramientas gamificadas, considerando los test en
línea (83,4%) y las actividades interactivas (79,6%) como muy útiles para
reforzar el aprendizaje y la participación. Además, el 85,2% percibió mejoras
en la comprensión de los temas y preparación para exámenes, mientras que un
79,6% señaló beneficios en concentración y motivación, aunque se registraron
algunas dificultades técnicas. Los incentivos vinculados a la carrera fueron
bien aceptados (85,2%), al igual que el uso de Nearpod
(81,5%) y Kahoot (75,9%). La satisfacción general
alcanzó un 81,5%, confirmando la efectividad de la gamificación en el
rendimiento académico. Conclusiones: La gamificación contribuyó
significativamente a superar dificultades en temas clave de Ortodoncia
Diagnóstica, promoviendo un aprendizaje activo, motivador y colaborativo. Esta
estrategia fortaleció habilidades cognitivas, sociales y tecnológicas, así como
la creatividad y el pensamiento lógico, facilitando la comprensión de
contenidos complejos y fomentando un ambiente de aprendizaje dinámico y
significativo.
Palabras
clave: Gamificación; Educación
Odontológica; aprendizaje; motivación estudiantil.
INTRODUCTION
Education is a fundamental
pillar for social development, and teachers are key actors in ensuring quality
and equity in learning (1). In an increasingly digitalized society,
there is a need to update educational methods by incorporating technological
tools and playful applications. In this context, gamification—understood as the
use of game dynamics to motivate learning—makes it possible to address
challenges related to motivation, engagement, and the cognitive, emotional, and
social development of students (2,3). For it to be effective, this strategy
requires games with clear rules and well-defined pedagogical objectives.
Within this teacher–student
dynamic, recent approaches seek to strengthen their connection through new
methodologies and tools. This research focuses specifically on one of them:
game-based gamification to motivate learning. Some authors suggest that gamification
provides an opportunity to tackle two major problems in education—motivation
and engagement—and that it can also support cognitive, emotional, and social
development. To achieve its objectives, gamification must include games with
specific characteristics, such as clear rules and parameters, always aligned
with learning goals (1).
Games used in gamification
should enhance learning theory, high-quality experiences, collaborative
methods, and motivation through competition. Once the process is completed,
students should be assessed to determine their mastery of the subject. This process
involves certain challenges, including technological, procedural, economic,
pedagogical, and conceptual difficulties. However, all these must be overcome
in order to foster student engagement and stimulate curiosity toward knowledge (1,2).
Gamification promotes
collaboration, healthy competition, and the evaluation of content mastery by
integrating learning theory into practical experiences (4). Although it may
face technological, economic, and pedagogical barriers (5,6), these must be addressed
to encourage student engagement and curiosity. Educational institutions face
the challenge of adopting innovative methodologies that respond to changes in a
digital society and generate meaningful learning experiences (7,8).
In this sense, higher
education institutions have the responsibility to incorporate innovative
strategies that improve teaching–learning processes, adapting to the
characteristics of a digitalized society. Despite advances in this field, there
is limited evidence regarding the application of gamification in specific
subjects within dentistry, especially in Diagnostic Orthodontics, where
students often face difficulties in understanding and integrating theoretical
and practical content.
This issue is reflected in
decreased interest, motivation, and active participation among students, which
negatively affects their academic performance. Therefore, there is a need to
design and implement innovative methodological strategies that improve these
processes, promoting more meaningful and contextualized learning.
This study focuses on the
implementation of gamification in the Diagnostic Orthodontics course at the
Catholic University of Cuenca, aiming to improve student motivation,
participation, and comprehension, as well as to strengthen cognitive, social,
and technological skills (9,10). The research addresses the central
question: How can learning be improved through gamification? It also explores
three sub-questions: identifying difficulties in the subject, designing a
gamified strategy plan, and evaluating its results in the teaching–learning
process. This approach seeks to provide evidence on gamification in health
education—a field with limited research—and to offer practical tools to
transform traditional teaching methods and improve academic performance.
MATERIALS AND METHODS
Type of Study
This study is based on an
action-research method; it is non-experimental, cross-sectional, and
descriptive. A group of students from the Faculty of Dentistry at the Catholic
University of Cuenca was selected. Specifically, sixth-semester students from
groups C and E enrolled in the Diagnostic Orthodontics course during the
September 2023–February 2024 academic period were included.
Population and Sample Size
A non-probabilistic
convenience sampling method was used, including all sixth-semester students
from groups C and E enrolled in the Diagnostic Orthodontics course at the
Catholic University of Cuenca during the September 2023–February 2024 period.
According to academic records, 55 students were enrolled in these groups.
Inclusion
Criteria:
·
Sixth-semester
students from groups C and E enrolled in the Diagnostic Orthodontics course at
the Catholic University of Cuenca during the September 2023–February 2024
period.
·
Students
with regular in-person class attendance.
Exclusion
Criteria:
·
Students
who choose not to participate in the research.
·
Students
who have withdrawn from the course.
Data Collection Description
For this research, a
nominal-scale questionnaire based on Rodríguez (11) was used to
identify students’ weaknesses prior to the implementation of gamification, in
order to determine the most difficult content areas. Once these weaknesses were
identified among sixth-semester students in groups C and E, reinforcement
classes were implemented using digital gamified tools such as Kahoot and
Nearpod. Subsequently, a Likert-scale survey based on Sainz
de Abajo et al. (12) was applied to measure student satisfaction
with the gamified process, as well as to analyze teacher–student interaction
and connection.
Data were collected through
Google Forms interviews that included seven items: satisfaction with class
blocks, identification of difficult topics, perception of theory and practice,
subject difficulty, and teaching methods. This provided a clear overview for
improving teaching. Through gamification, student behavior, engagement, and
motivation were observed, and results were confirmed using a satisfaction
survey.
The analysis of results was
based on observation, teaching experience, student participation, and collected
responses. The research was divided into two phases: first, the presentation of
results through tables and graphs, and second, a critical discussion comparing
findings with other studies and incorporating personal insights.
Diagnostic Test:
After applying the data
collection instruments, the results of an initial survey administered to 48
sixth-semester students from groups C and E of the Diagnostic Orthodontics
course at the Catholic University of Cuenca were recorded. The survey, conducted
via Google Forms, consisted of seven nominal-scale questions and aimed to
identify learning difficulties in previously studied content blocks, in order
to reinforce topics and prepare students for mid-term exams.
Once weaknesses were
identified, reinforcement classes were delivered using gamification methodology
through digital platforms such as Kahoot and Nearpod. The results of each
question were later broken down for analysis.
Ethical Considerations
This study was conducted
within the framework of action research approved by the corresponding
Scientific Council and followed established ethical principles. Informed
consent was obtained from the students, explaining the objectives of the
research, the voluntary nature of their participation, and the guarantee of
anonymity and confidentiality of the data.
It was clarified that
non-participation would not result in any academic or personal consequences.
The intervention did not interfere with the normal development of classes, as
it was designed to be integrated into curricular activities, with the aim of strengthening
student learning without affecting their educational process.
RESULTS
Table 1.
General results of the diagnostic survey (48 students)
|
Question |
Evaluated
Aspect |
Main
Results |
Interpretation |
|
1 How
satisfied are you with the overall format of the class in Block 1? |
Satisfaction
with Block 1 format |
8.3% not
satisfied at all 33.3% average
31.3% Good 27.1% very
satisfied |
Most students
perceive the classes as average or good; however, the overall level of
satisfaction is low, generating distrust and a lack of connection with the
teacher |
|
2 Within the
block corresponding to pre- and postnatal growth and development, I need to
reinforce: |
Difficulties
in Block 1 topics |
Greatest gaps
in: Stages of
general growth and development (25%) Methods for
studying the skull and face (25%) Theories of
craniofacial growth (16.7%) Prenatal
craniofacial growth (14.6%) Growth
terminology (8.3%) |
|
|
3 How
satisfied are you with the overall format of the class in Block 2? |
Satisfaction
with Block 2 format |
2.1% very
poor 25% average 39.6% good 33.3% very
good |
Perception
improves compared to Block 1, although 100% satisfaction is still not
achieved. Motivation and connection with the subject need to be strengthened. |
|
4 Within the
block corresponding to dentition development, I need to reinforce: |
Difficulties
in Block 2 topics |
Permanent
dentition (10.4%) Mixed
dentition and dimensional changes (14.6%) Normal
characteristics of primary arches (16.7%) Occlusion
in primary dentition
(37.5%) |
The topic of
occlusion in primary dentition is the most problematic, showing a strong need
for reinforcement through more dynamic strategies. |
|
5 How
difficult is the class for me? |
Level of
difficulty of the subject |
8.3% easy 12.5%
difficult 77.1% average
(neither easy nor difficult) |
Most students
show neutrality, reflecting disinterest and a lack of deep engagement with
the subject. |
|
6 Do you
think the class provided an adequate amount of theory and practice? |
Theoretical–practical
preparation |
87.5% feel
prepared 12.5% do not
feel prepared |
Most students
feel ready for pre-professional practice; however, a group still does not
master the theory, representing a risk in practical training. |
|
Did the
teacher’s methods help you better understand the topic? |
Perception
of teaching methods |
0% strongly
disagree 16.7%
slightly agree 25% agree 56.3% neutral |
Although
there is no total rejection, more than half remain neutral, indicating a lack
of teacher–student connection and the need to improve teaching methodology. |
Source: Own
elaboration.
After the diagnostic
evaluation, a gamification strategy was applied, which consists of using game
dynamics, mechanics, and elements in an educational context to motivate,
engage, and encourage participation. In this project, it was implemented
through instructional sequences using Kahoot and Nearpod. During its
application, it was observed that students were motivated, focused, and enjoyed
unlocking different sections of the sequence, showing interest in the topics
due to the novelty of the methodology.
Based on the results
obtained, a gamification-based strategy plan was designed. Students were asked
to bring digital devices with internet access. In Kahoot, multiple-choice,
true/false, and timed questions were used, rewarding the winner with cumulative
badges. Although it presented limitations in question length, it promoted quick
and motivating responses. With Nearpod, the dynamic included image projection
and avatars climbing a summit, particularly reinforcing the occlusion content
from Block 2 and achieving a strong theory–practice connection.
Satisfaction Survey:
Finally, after completing
the reinforcement classes based on gamification and the use of playful tools,
and after observing students’ behavior and performance throughout these
activities, an anonymous survey was conducted to ensure greater reliability. A
total of 54 students who attended the gamified classes participated.
The purpose was to assess
students’ experiences after the implementation of gamification in their
classes. The survey used a nominal scale from 1 to 5 to evaluate different
aspects of gamification, where 1 = very poor, 2 = poor, 3 = average, 4 = good,
and 5 = very good. The following results were obtained.
Table 2.
Results of the survey on the gamification experience (54 students)
|
Question |
Evaluated
Aspect |
Main
Results |
Interpretation |
|
1. Do online
tests help you learn/review content and retain it in memory through a playful
experience? |
Usefulness of
online tests for learning |
Very poor:
5.6% |
Most students
perceive tests as very useful tools for reviewing content and learning |
|
2 Does it
encourage participation and make the class more engaging? |
Participation
and interactivity in class |
Very poor:
7.4% |
Gamification
encourages participation, although technical issues reduced concentration and
motivation for some students. |
|
3 Is it
interesting as a continuous assessment system by facilitating understanding
for final exam preparation? |
Understanding
of topics and exam preparation |
Very poor:
5.6% |
It
strengthens understanding and exam preparation, benefiting most students. |
|
4 Does it
involve agility and concentration from students, motivating them to pay
attention during class? |
Improvement
of concentration and agility through gamification |
Very poor:
5.6% |
It promotes
concentration and motivation, although technical issues affected some
students. |
|
5 Does
rewarding effort encourage students to strive to outperform their peers while
learning? |
Opinion on
incentives/rewards |
Very poor:
5.6% |
Incentives
linked to achievement increase motivation and positive competitiveness in
most students. |
|
6 My
evaluation of the online testing tool Nearpod is: |
Nearpod
application |
Very poor:
5.6% |
High
acceptance and usefulness for reinforcing knowledge and correcting
weaknesses, although some students are unfamiliar with the tool. |
|
7 My
evaluation of the online testing tool Kahoot is: |
Kahoot
application |
Very poor:
5.6% |
Kahoot is
well valued as a learning tool, with slight disadvantages due to technical
issues and limited time |
|
8 Overall
level of satisfaction with the gamification methodology |
Overall
satisfaction with gamification |
Very poor:
1.9% |
Overall,
students consider gamification very useful for reinforcing weaknesses and
improving their academic performance. |
Source: Own
elaboration.
DISCUSSION
When comparing the results of this research with other studies, several
similarities can be observed. Iquise et al. (13)
concluded that video games enhance learning through emotions, while López (14)
reported that Kahoot and Quizizz increase interest and participation among
sports medicine students. Similarly, Gamero (2022) (15)
demonstrated in sixth-grade children that gamification improves competencies
and motivates more than traditional methods. In Spain, Edo (2021) (16)
found high levels of satisfaction and improvements in teamwork and
communication, while both Porcar (17) and
Medina (18) confirmed increased motivation, although they noted the
risk that some students may focus solely on rewards.
Moscoso et al. (19) showed that although most
teachers recognize the usefulness of gamification, few apply it due to lack of
time and training. In the same vein, Ordóñez (20)
found that this strategy increases motivation in mathematics but requires
proper teaching planning. Likewise, Herberth and
Garrido (21,22) highlighted that it helps overcome traditional
teaching, although external factors such as lack of family support or the
digital divide limit its implementation. Similarly, this study also found that
poor connectivity affected equitable participation.
Other findings reinforce
these results: Vargas (23) documented the development of critical
thinking and student debate, and Vásquez (24) reported high
acceptance of gamification, similar to the findings of this study. In addition,
Hervada et al. (25) demonstrated benefits
in reading, mathematics, and foreign languages, although they emphasized
limitations related to the availability of technological resources and
connectivity issues. In the national context, Yunga (26)
reported an increase in academic performance, while Aguilar (27)
confirmed that motivation is directly linked to virtual rewards. Tenesaca (28) highlighted the importance of
establishing clear rules. Finally, Sagñay (29)
and other authors emphasize that a gamified class should include narrative,
progressive challenges, and motivating elements that facilitate the transition
from extrinsic to intrinsic motivation. In summary, scientific evidence and the
results of this study confirm that gamification is an effective and motivating
strategy for learning, although limitations related to connectivity,
technological resources, and teacher training still persist.
CONCLUSIONS
It was found that students presented difficulties in Blocks 1 and 2 of the
Diagnostic Orthodontics course, mainly in topics related
to growth, development, and occlusion in primary dentition. In response to
these gaps, a gamification plan was designed and implemented using platforms
such as Kahoot and Nearpod, which helped to energize the teaching–learning
process with an innovative and engaging approach.
The application of
gamification showed clear benefits: increased motivation, greater
participation, autonomous and collaborative learning, development of
technological and social skills, as well as strengthening of creativity and
logical thinking. In conclusion, this methodology not only facilitated the
understanding of complex content but also promoted an active, dynamic, and
meaningful learning environment, with a positive impact on students’
motivation, satisfaction, and academic performance.
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AUTHOR
CONTRIBUTION STATEMENT
“Conceptualization and
design: Karla Zhunio and Miriam Lima; Literature
review: Karla Zhunio and Miriam Lima; Methodology and
validation: Karla Zhunio and Miriam Lima; Formal
analysis: Karla Zhunio; Research and data collection:
Karla Zhunio and Miriam Lima; Resources: Not
applicable; Data analysis and interpretation: Karla Zhunio;
Writing: original draft preparation: Karla Zhunio;
Writing: review and editing: Karla Zhunio;
Supervision: Miriam Lima; Project administration: Not applicable; Funding
acquisition: Not applicable.”
CONFLICTS OF
INTEREST
The authors declare that
there were no conflicts of interest during the conduct of this research. In
addition, the manuscript was submitted exclusively to the Revista
Científica “Especialidades Odontológicas UG” for review and publication.
FUNDING
The authors report that
personal funds were used to carry out this research.
HOW TO CITE:
Zhunio
Ordóñez, KA. Lima Illescas,
MV. Gamification to
improve learning in dental students at the Catholic University of Cuenca. Revista Científica Especialidades Odontológicas UG.
2026;9(1):53-59