PRINCIPLES OF GAMIFIED INSTRUCTIONAL DESIGN ORIENTED TO EMPOWER CREATIVITY
Creativity, Gamification, Online Learning, Instructional Design
The educational landscape is undergoing significant changes influenced by a new sociocultural paradigm, driven by the rapid advancement of digital technologies and the utilization of active educational methodologies that foster creativity through ludic experiences. In this context, this study aimed to explore the main characteristics of gamified instructional strategies that promote an increase in creativity among students in online learning environments, supported by digital information and communication technologies. Based on nine game techniques related to the Octalysis framework, a systematic literature review was conducted, encompassing only empirical studies whose analyzed data were related to the fundamentals of constructivist educational theories and positive psychology, such as Flow and Self-Determination theories. Of the highlighted game techniques, seven were identified in the selected sample of studies, with Instant Feedback and Real-Time Control emerging as the most commonly employed, at 28% and 21% respectively. In contrast, Boosters and Evergreen Combos were found to be the least utilized, with only 3% occurrence each. The complexity of planning and execution was pointed out as a factor that may contribute to the low adoption of these techniques. Subsequently, ten principles for gamified instructional design were developed, with the purpose of maximizing learner creativity. These principles were classified into Instrumental, Relational, and Individual, reflecting a focus on educational tools, social interactions in the learning environment, and the intrinsic characteristics of the students, respectively. The results of the research suggest that, despite the inherent challenges in applying these strategies, ludic approaches that encourage creativity have the potential to enhance cognitive response, increase engagement, and foster the creative development of the students involved.