El uso de la inteligencia artificial en la producción de juegos educativos

¿qué nos muestran las investigaciones a través de análisis bibliométricos?

Autores/as

DOI:

https://doi.org/10.23925/1983-3156.2026.v28.e67308

Palabras clave:

Tecnologías, Inteligencia artificial, Juegos educativos, Análisis bibliométrico

Resumen

This study aims to review the state of the art and analyze, through bibliometric techniques, the impact and effectiveness of Artificial Intelligence (AI) technologies in the design and development of digital games for educational purposes. Based on the analysis of 1,663 scientific articles published on the Web of Science platform over the past ten years, four main thematic categories were identified: Education and Games, Technology and Games, Modeling and Strategy, and Artificial Intelligence in Games. Using the VOSviewer® software, the most frequent and strongly connected keywords were mapped, providing an overview of trends, approaches, and recurring elements in literature. The results reveal that AI has significant potential to personalize learning experiences, optimize game strategies, and enrich the interactivity of educational environments. The analyses offer practical insights for the development of more effective, engaging, and pedagogically aligned digital games.

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Biografía del autor/a

Luciana Maria Estevam Marques, Universidade Estadual de Campinas

Mestra em Educação, Ciências e Matemática

Estéfano Vizconde Veraszto, Universidade Federal de São Carlos

Físico y doctor en Educación, Ciencia y Tecnología por la Universidad Estatal de Campinas con estancia en la Universidad Complutense de Madrid. Profesor Asociado en la Universidad Federal de São Carlos, en el Departamento de Ciencias Naturales, Matemáticas. Docente permanente del Programa de Posgrado en Educación en Ciencias y Matemática. Postdoctorado en Educación por la UNESP (Educación Inclusiva) y UNICAMP (Ambientes Digitales Interactivos). Especialista en Ambientes Virtuales de Aprendizaje e Indicadores y Estadísticas Educativas. Líder del Laboratorio de Tecnologías e Inclusión, LABINTEC. Docente en el Programa de Posgrado en Educación y colaborador de la Facultad de Educación de la Universidad Estatal de Campinas

Citas

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Publicado

2026-03-23

Cómo citar

Marques, L. M. E., & Veraszto, E. V. (2026). El uso de la inteligencia artificial en la producción de juegos educativos: ¿qué nos muestran las investigaciones a través de análisis bibliométricos?. Educação Matemática Pesquisa, 28, 01–29. https://doi.org/10.23925/1983-3156.2026.v28.e67308

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