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Title: | Gamification and digital equity: analysis of educational designs in the metaverse for vulnerable populations Gamificación y equidad digital: análisis de diseños educativos en el metaverso para poblaciones vulnerables | Authors: | Bracho-Fuenmayor, Pedro Luis Huicab García, Yhadira Lucero Baldevenites, Elisabeth Viviana Mejía-Ríos, Jennifer Díaz-Téllez Ángel, Saúl |
UNESCO Clasification: | 33 Ciencias tecnológicas | Keywords: | Community Co-Design Digital Equity Educational Gamification Ethical Frameworks Metaverse, et al |
Issue Date: | 2024 | Journal: | Metaverse Basic And Applied Research | Abstract: | This research critically examines the challenges and opportunities of educational gamification in the metaverse for vulnerable populations by exploring how structural inequalities—technological, cultural, and pedagogical—shape its implementation. Through a thematic analysis of academic literature, case studies, and public policies (2019–2024), five key dimensions are identified: accessibility, ethical dilemmas in personalization, cultural anchoring of gamified narratives, the teacher’s role in technological mediation, and digital equity. Despite the metaverse’s democratizing potential, findings reveal its tendency to replicate physical exclusions, particularly in contexts of poverty and ethnic marginalization. The study underscores the urgency of co-creative approaches prioritizing community agency and epistemic justice. It proposes redefining gamification as a space for political contestation where technology fosters expanded educational rights. Para el desarrollo de esta investigación se analizan críticamente los desafíos y oportunidades de la gamificación educativa en el metaverso para poblaciones vulnerables, al explorar cómo las desigualdades estructurales—tecnológicas, culturales y pedagógicas—condicionan su implementación. Mediante un análisis temático de literatura académica, estudios de caso y políticas públicas (2019-2024), se identifican cinco ejes centrales: accesibilidad, dilemas éticos de la personalización, anclaje cultural de las narrativas gamificadas, rol docente en la mediación tecnológica y equidad digital. A pesar de las posibilidades democratizadoras del metaverso, se observa que replica exclusiones físicas, especialmente en contextos de pobreza y marginalización étnica. Se destaca la urgencia de enfoques co-creativos que prioricen la agencia comunitaria y la justicia epistémica. Se propone redefinir la gamificación como un espacio de disputa política donde la tecnología promueva derechos educativos ampliados. |
URI: | https://accedacris.ulpgc.es/handle/10553/140135 | ISSN: | 2953-4577 | DOI: | 10.56294/mr2024.105 | Source: | Metaverse Basic and Applied Research [EISSN 2953-4577], v. 3, p. 1-12 (Octubre 2024) |
Appears in Collections: | Artículos |
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