Emprendimiento digital y gamificación: un estudio de métodos mixtos sobre la motivación intrínseca y la participación de los estudiantes

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Cheng-Wen Lee
Romi Ilham

Resumen

INTRODUCCIÓN. El rápido avance de la tecnología y la evolución de la economía digital han puesto de relieve la importancia de los sistemas de aprendizaje en la educación para el emprendimiento digital. Este estudio explora el efecto moderador de la gamificación en la motivación intrínseca y la participación de los estudiantes en la educación para el emprendimiento digital, con el objetivo de abordar la laguna existente en la comprensión de cómo la gamificación influye en los resultados del aprendizaje de los estudiantes. MÉTODOS. Se empleó un enfoque secuencial explicativo de métodos mixtos. La fase cuantitativa contó con la participación de 630 estudiantes y utilizó el modelo de ecuaciones estructurales-mínimos cuadrados parciales (SEM-PLS) para examinar las relaciones entre la educación en emprendimiento digital, la motivación intrínseca y la participación de los estudiantes. La fase cualitativa contó con la participación de 15 personas, a las que se realizaron entrevistas semiestructuradas que se analizaron mediante un análisis temático para obtener una visión más profunda de los resultados cuantitativos. RESULTADOS. El análisis cuantitativo reveló una relación significativa entre la educación empresarial digital y la motivación intrínseca y la participación de los estudiantes. Sin embargo, se observó que el efecto moderador de la gamificación se veía significativamente debilitado. La fase cualitativa indicó además que los elementos de gamificación, como las recompensas extrínsecas, la competencia y la reducción de la autonomía, pueden socavar la motivación intrínseca. DISCUSIÓN. Los resultados cuestionan la hipótesis predominante de que la gamificación mejora intrínsecamente la motivación. Si bien la gamificación puede mejorar la participación de los estudiantes, también puede reducir inadvertidamente la motivación intrínseca al depender excesivamente de las recompensas extrínsecas y la competencia. Estos resultados no solo cuestionan la suposición predominante de que la gamificación mejora inherentemente la motivación, sino que también contribuyen a la comprensión teórica del impacto de la gamificación en la motivación intrínseca y la participación. En la práctica, los resultados sugieren que los educadores deben adoptar un enfoque más equilibrado de la gamificación, integrando cuidadosamente las recompensas extrínsecas y la competencia para fomentar mejor la motivación intrínseca junto con la participación de los estudiantes.

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Lee, C.-W., & Ilham, R. (2025). Emprendimiento digital y gamificación: un estudio de métodos mixtos sobre la motivación intrínseca y la participación de los estudiantes. Bordón. Revista De Pedagogía, 77(4), 35–67. https://doi.org/10.13042/Bordon.2025.1114626
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Cheng-Wen Lee, Chung Yuan Christian University (Taiwan)

Professor of International Business and serves as Dean of Academic Affairs at Chung Yuan Christian University in Taiwan (CYCU). She received her Ph.D. from Waseda University, Japan. Her present areas of interest in research are international business, global logistics, and environmental management, with particular emphasis on ESG, CSR, green supply chains, greenhouse gas management, knowledge management and technological innovation, She leads university-wide AoL and AACSB accreditation initiatives, develops AI–FinTech–Big Data micro-credential programs, and mentors graduate research integrating analytical rigor with practical sustainability impact.

Romi Ilham, Universitas Hayam Wuruk Perbanas (Indonesia)

Assistant professor in the Faculty of Economics and Business at Universitas Hayam Wuruk Perbanas, Surabaya, Indonesia. He is currently pursuing a Ph.D. in Management Information Systems at the Department of Business, Chung Yuan Christian University. His current research focuses on education technology management, data science, and digital marketing. He has published several academic articles and received several research grants from the Indonesian Ministry of Education related to learning methods technology. In addition, he also holds several copyrights for computer software in the field of learning that has been developed and used by the Indonesian public.

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