Abstract
Objective: To analyze the main learning theories used to support the application of gamification in medical education, discussing its interface with active learning methodologies and their pedagogical implications. Literature Review: The review showed that gamification presents strong convergence with theoretical frameworks such as constructivism, socioconstructivism, experiential learning, andragogy, self-determination theory, and critical pedagogy. When designed as an intentional educational strategy, gamification enhances student engagement, self-regulation, meaningful learning, and the development of clinical reasoning. However, the literature reveals conceptual heterogeneity, methodological weaknesses, and frequent use of superficial approaches, often centered on extrinsic rewards, resulting in limited or inconsistent pedagogical effects. Final Considerations: Gamification represents a coherent extension of active learning methodologies in medical education, provided it is grounded in solid theoretical foundations and aligned with clear educational objectives. Nonetheless, gaps remain regarding epistemological grounding and the assessment of educational outcomes, highlighting the need for greater theoretical and methodological rigor in future research.
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