TY - JOUR
T1 - Gamification and digital equity
T2 - analysis of educational designs in the metaverse for vulnerable populations
AU - Bracho-Fuenmayor, Pedro Luis
AU - Huicab García, Yhadira
AU - Lucero Baldevenites, Elisabeth Viviana
AU - Mejía-Ríos, Jennifer
AU - Díaz-Téllez Ángel, Saúl
N1 - Publisher Copyright:
© 2024 Los autores.
PY - 2024/1/1
Y1 - 2024/1/1
N2 - 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.
AB - 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.
KW - Community Co-Design
KW - Digital Equity
KW - Educational Gamification
KW - Ethical Frameworks
KW - Metaverse
KW - Vulnerable Populations
UR - https://www.scopus.com/pages/publications/105003762217
U2 - 10.56294/mr2024.105
DO - 10.56294/mr2024.105
M3 - Review article
AN - SCOPUS:105003762217
SN - 2953-4577
VL - 3
JO - Metaverse Basic and Applied Research
JF - Metaverse Basic and Applied Research
M1 - 105
ER -