Educator Professional Subjectivities in Gamification: Knowing, Being and Doing
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Gamificación Subjetividad del educador Kahoot Educación superior Tecnología educativa

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Howard, N.-J., & Cook, E. J. (2025). Educator Professional Subjectivities in Gamification: Knowing, Being and Doing. Journal of Hypermedia & Technology-Enhanced Learning, 3(2), 128–143. https://doi.org/10.58536/j-hytel.171
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Published 2025-05-06
Pages 128-143
References 37
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La gamificación se ha convertido en una innovación destacada en la educación contemporánea; sin embargo, su influencia en la puesta en práctica de las subjetividades profesionales de los docentes sigue sin estar suficientemente explorada. Por ello, se sabe poco sobre cómo las aplicaciones de gamificación en línea, como Kahoot, configuran las formas dinámicas en que los docentes perciben, comprenden y ponen en práctica su identidad profesional en los contextos de la educación superior. Adoptando un marco tripartito de «saber» (epistemológico), «ser» (ontológico) y «hacer» (praxiológico), este estudio cualitativo empleó entrevistas con estimulación visual y observaciones a distancia con diez profesores de una universidad de Oriente Medio. El análisis reveló tres temas clave que configuran las subjetividades de los docentes: la creación y el intercambio de contenidos de cuestionarios; la adaptación a la cultura institucional; y la infantilización de los estudiantes mediante el aprendizaje gamificado. Los resultados sugieren que Kahoot influyó en la forma en que estos docentes percibían y desempeñaban sus roles profesionales, permitiéndoles posicionarse como creadores de contenidos creativos y profesionales alineados con la institución, al tiempo que planteaban inquietudes sobre los enfoques pedagógicos adecuados en contextos de educación superior. Este estudio demuestra cómo las aplicaciones de gamificación pueden moldear activamente las subjetividades profesionales en la educación superior, haciendo hincapié en que una gamificación exitosa requiere una consideración cuidadosa tanto del apoyo institucional como de la autonomía de los docentes. Además, los resultados ofrecen importantes implicaciones para el desarrollo profesional, la política institucional y la integración reflexiva de la gamificación en diversos contextos culturales de la educación superior contemporánea.

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Author Contributions

Natalie-Jane Howard: Conceptualization, Methodology, Investigation, Writing – Original Draft. Elizabeth J. Cook: Writing – Review & Editing, Visualization. All authors have read and approved the final version of this manuscript.

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Conceptualization Investigation Methodology Visualization Writing – original draft Writing – review & editing
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Acknowledgments

We would like to sincerely thank the participants in this study and the anonymous reviewers for their time and helpful feedback. Ethical Statement As this study involved human participants, ethical approval was obtained from the research site’s institutional review board prior to data collection. All participants received a detailed information sheet and provided written permission by signing a consent form, for both interviews and observations. The participants were informed they could relinquish their consent at any time if they felt uncomfortable or did not wish to continue.

Educator Professional Subjectivities in Gamification: … (Natalie-Jane Howard & Elizabeth J. Cook, 2025)

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Funding

This research received no specific grant from any funding agency in the public, commercial, or not-forprofit sectors.

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Competing Interests

The author declares no competing interests.

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Generative AI Disclosure

No generative AI or AI-assisted technologies were used in the writing of this manuscript.

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