
Esprint Investigación
https://rei.esprint.tech
Vol. 5 N° 1, enero-junio 2026 (16-29)
ISSN: 2960-8317
Xavier Guillermo Salazar Martínez, Marioneya Izaguirre-Bordelois 28
Herrera, D., Chapple, I., Jepsen, S., Berglundh, T., Tonetti, M., Kebschull, M., Sculean, A., Papapanou,
P., Sanz, M., & EFP workshop participants. (2024). Consensus report of the second European
Consensus Workshop on Education in Periodontology. Journal of Clinical Periodontology, 51, 4–
37. https://doi.org/10.1111/jcpe.13983
Kratochvil, T., Vaculik, M., & Macak, M. (2023). Gamification tailored for novelty effect in distance
learning during COVID-19. Frontiers in Education, 8, 1051227.
https://doi.org/10.3389/feduc.2023.1051227
Lin, C., & Yang, C. (2023). Evaluation of a digital game for teaching behavioral aspects of clinical
communication in dentistry. BMC Medical Education, 23, 78. https://doi.org/10.1186/s12909-023-
04040-7
Mahrous, A., Botsko, D., Elgreatly, A., Tsujimoto, A., Qian, F., & Schneider, G. (2023). The use of
artificial intelligence and game-based learning in removable partial denture design: A
comparative study. Journal of Dental Education, 87(8), 1188–1199.
https://doi.org/10.1002/jdd.13225
Nguyen, L., Le, C., & Lee, V.(2023). Game-based learning in dental education. Journal of Dental
Education, 87(5), 686–693. https://doi.org/10.1002/jdd.13179
Özdemir, O. (2024). Kahoot! Game-based digital learning platform: A comprehensive meta-analysis.
Journal of Computer Assisted Learning, 40(6), 2847–2867. https://doi.org/10.1111/jcal.13084
Parra-González, M., Segura-Robles, A., Moreno-Guerrero, A., López-Belmonte, J. (2022). Elaboration
and validation of the scale to measure the experience on gamification in education
(EGAMEDU). Journal of Technology and Science Education, 12(1), 217–229.
https://doi.org/10.3926/jotse.1505
Preshaw, P., Ramseier, C., Loos, B., Balciūnaitė, A., Crnić, T., Davey, K., Dommisch, H., Ettmayer, J. B.,
Roberts, A., Verheijck, E. E., Walter, C., & Zappalà, G. (2024). Contemporary educational
methods in periodontology. Journal of Clinical Periodontology, 1, 1–76.
https://doi.org/10.1111/jcpe.13986
Rosa-Castillo, A., García-Pañella, O., Maestre-Gonzalez, E., Pulpón-Segura, A., Roselló-Novella, A., &
Solà-Pola, M. (2022). Gamification on Instagram: Nursing students degree of satisfaction with
and perception of learning in an educational game. Nurse Education Today, 118, 105533.
https://doi.org/10.1016/j.nedt.2022.105533
Sharmin, N., & Chow, A. (2023). Gamification of formative assessments in an undergraduate dentistry
program. Journal of Dental Education, 88, 1965–1967. https://doi.org/10.1002/jdd.13441
Sia, C., Idress, M., Akhir, N., Jamin, N., & Bakar, N. (2024). Enhancing students' engagement and
motivation: Exploring the impact of active learning approaches in educational settings. En M.
F. Romlie et al. (Eds.), Proceedings of the International Conference on Advancing and Redesigning
Education 2023 (pp. 267–279). Springer. https://doi.org/10.1007/978-981-97-4507-4_24
Sianturi, R., & Hung, R (2023). The challenges of using Kahoot! in teaching and learning in higher
education – A systematic review. In Proceedings of the 6th International Conference on Digital
Technology in Education (ICDTE 2022) (pp. 72–77). Association for Computing Machinery.
https://dl.acm.org/doi/10.1145/3568739.3568753
Sourg, H., Satti, S., Ahmed, N., Ahmed, A. (2023). Impact of flipped classroom model in increasing the
achievement for medical students. BMC Medical Education, 23, 287. https://n9.cl/hgwp7