Active Play as a Methodological Strategy to Strengthen Creativity and Autonomy in High School Children: A Systematic Review
DOI:
https://doi.org/10.70577/ASCE/2504.2522/2025Keywords:
Active Play, Creativity, Autonomy, High School Education, Gamification.Abstract
Active play as a strategy in education has gained importance due to its ability to promote competencies such as autonomy and creativity in students. However, its implementation in high school has been limited due to several reasons, including institutional resistance and lack of appropriate resources. The objective was to determine the most frequent types of active play used in upper secondary education, to examine their effect on the creative growth of students and to assess how it helps in strengthening their autonomy. To this end, a systematic review of the literature was carried out through the application of the PRISMA method that includes the stages of identification, selection, eligibility and inclusion of 23 theoretical and empirical articles published between 2020 and 2025. The results showed that the most common forms of active play are guided, free and gamification, with a focus on collaborative participation. It was also noted that these activities promote problem-solving and divergent thinking, as well as the ability to self-regulate learning and make decisions. Despite these advantages, it was determined that the inclusion of active play in educational plans is limited, mainly due to the absence of an appropriate methodological structure. In this regard, the study provides a complete perspective on the effects of active play on the educational environment and underlines the importance of overcoming obstacles to maximize their influence on students' autonomy and creativity.
Downloads
References
Aflah, M., & Rahmani, E. (2022). Enhancing Students’ Active Learning Through Group Discussion Role-Playing. International Online Journal of Education and Teaching (IOJET), 9(4), 1470-1479. https://files.eric.ed.gov/fulltext/EJ1353378.pdf
Alotaibi, M. (2024). Game-based learning in early childhood education: a systematic review and meta-analysis. Frontiers of psychology, 2(15). https://doi.org/10.3389/fpsyg.2024.1307881 DOI: https://doi.org/10.3389/fpsyg.2024.1307881
Blyth, J. (2023). Play-Based Learning: Playing the Way to Rich Learning. BU Journal of Graduate Studies in Education, 15, 22-26. https://files.eric.ed.gov/fulltext/EJ1398486.pdf
Cook, V. (2023). Play and creativity in secondary schools. Research Hub. https://my.chartered.college/research-hub/play-and-creativity-in-secondary-schools
Frazer, M., Charlesworth, L., Wilson, L., & Hall, J. (2025). Juego activo en una era digital, explorando las opiniones de los niños (de 8 a 13 años) sobre una aplicación de actividad física: un estudio formativo cualitativo. (Preimpresión). Investigación formativa JMIR. https://doi.org/10.2196/76498 DOI: https://doi.org/10.2196/76498
Fyffe, L., & Lewis, A. (2024). Does Play-Based Learning Support Children’s Everyday Resiliency? A Cross-Case Analysis of Parents’ and Kindergarten Teachers’ Perceptions of Play-Based Learning as a Precedent to Young Children’s Coping During the Pandemic-Affected 2020–2021 School Year. Children, 11(11), 1378. https://doi.org/10.3390/children11111378 DOI: https://doi.org/10.3390/children11111378
García, G., Flores, L., & Pin, M. (2024). Actividades lúdicas en bachillerato. Pertinencia o desatino, una mirada desde el equipo docente. Espacios en blanco. Serie indagaciones, 2(34), 227-237. https://doi.org/10.37177/UNICEN/EB34-411 DOI: https://doi.org/10.37177/UNICEN/EB34-411
Ghanamah, R. (2025). The Impact of Physical Activity and Screen Time on Motor Creativity in Kindergarteners. Children, 12(2), 116. https://doi.org/10.3390/children12020116 DOI: https://doi.org/10.3390/children12020116
Inga, V., Quincho, R., Landeo, R., & Cárdenas, J. (2024). Mejora de la Coordinación Óculo-Manual mediante la Puchka. Aula Virtual, 5(12). https://doi.org/10.5281/zenodo.13753837
Ji, L., & Cheng, Y. (2024). The impact of creativity on creative performance among university students in higher vocational education in China: The mediating role of autonomous motivation. Journal of Pedagogical Research, 8(2). https://doi.org/10.33902/JPR.202426556 DOI: https://doi.org/10.33902/JPR.202426556
Johnston, O., Wildy, H., & Shand, J. (2023). Los adolescentes también aprenden jugando: comunicando altas expectativas a través de un enfoque de aprendizaje lúdico. Aust. Educar. Res, 50, 921–940. https://doi.org/10.1007/s13384-022-00534-3 DOI: https://doi.org/10.1007/s13384-022-00534-3
Kaya, A., Aydemir, K., & İşler. (2024). A controversial issue in adolescents: Is the effect of digital games on creative personality traits positive or negative? Archives of Psychiatric Nursing, 49, 67-72. https://doi.org/10.1016/j.apnu.2024.02.001 DOI: https://doi.org/10.1016/j.apnu.2024.02.001
Lee, E., Shih, A., & Tremblay, M. (2024). Exploring the world of active play: A comprehensive review of global surveillance and monitoring of active play based on the global matrix data. Journal of exercise science & fitness, 22(3), 254-265. https://doi.org/10.1016/j.jesf.2024.03.008 DOI: https://doi.org/10.1016/j.jesf.2024.03.008
Liu, B., Yan, Y., Jia, J., & Liu, Y. (2025). Can active play replace skill-oriented physical education in enhancing fundamental movement skills among preschool children? A systematic review and meta-analysis. . BMC Salud Pública, 25(1399). https://doi.org/10.1186/s12889-025-22398-9 DOI: https://doi.org/10.1186/s12889-025-22398-9
Magolego, M., Mtshali, I., & Manto, R. (2024). A Quest to Nurture Creativity in Technology Classrooms: Are Physical. Research in Social Sciences and Technology, 9(3), 45-62. https://doi.org/10.46303/ressat.2024.46 DOI: https://doi.org/10.46303/ressat.2024.46
Moghaddaszadeh, A., Taqvi, U., Lee, C., Lee, E., & Belcastro, A. (2022). Stable physical activity tracking during children's guided active play. Front. Sports Act. Living, 4, 881664. https://doi.org/10.3389/fspor.2022.881664 DOI: https://doi.org/10.3389/fspor.2022.881664
Moura, T., Souza, D., & Da Silva, L. (2021). Desarrollo del pensamiento creativo en el ámbito educativo. Revista Latinoamericana de Estudios Educativos, 17(1), 164-187. https://doi.org/10.17151/rlee.2021.17.1.9 DOI: https://doi.org/10.17151/rlee.2021.17.1.9
Parker, R., Thomsen, B., & Berry, A. (2022). Learning Through Play at School – A Framework for Policy and Practice. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.751801 DOI: https://doi.org/10.3389/feduc.2022.751801
Parpadeo, E., Nesbitt, K., Golinkoff, R., & Pasek, K. (2023). Investigar las contribuciones del aprendizaje activo y lúdico al interés de los estudiantes y los resultados educativos. Acta Psicológica, 238. https://doi.org/10.1016/j.actpsy.2023.103983 DOI: https://doi.org/10.1016/j.actpsy.2023.103983
Pereira, J., Vila, F., Veiga, G., Lopes, F., & Cordovil, R. (2024). Asociaciones entre las características del juego al aire libre y el comportamiento y la salud de los niños: una revisión sistemática. Salud y lugar, 87. https://doi.org/10.1016/j.healthplace.2024.103235 DOI: https://doi.org/10.1016/j.healthplace.2024.103235
Pérez, I., & Navarro, C. (2022). Gamificación: lo que es no es siempre lo que ves. Sinéctica(59), e1414. https://doi.org/10.31391/S2007-7033(2022)0059-002 DOI: https://doi.org/10.31391/S2007-7033(2022)0059-002
Pozo, D., & Valverde, A. (2024). Juegos serios para la enseñanza-aprendizaje en educación ambiental. Apertura , 16(2), 66-79. https://doi.org/10.32870/Ap.v16n2.2533 DOI: https://doi.org/10.32870/Ap.v16n2.2533
Walters, T., Simkiss, N., Snowden, R., & Gray, N. (2021). Secondary school students’ perception of the online teaching experience during COVID-19: The impact on mental wellbeing and specific learning difficulties. British Journal of Educational Psychology, 92(3), 843-860. https://doi.org/10.1111/bjep.12475 DOI: https://doi.org/10.1111/bjep.12475
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Paul Fabricio Molina España, Ana Lucia Sánchez Martínez, Nora Inés Valencia España

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Eres libre de:
- Compartir : copiar y redistribuir el material en cualquier medio o formato
- Adaptar : remezclar, transformar y desarrollar el material
- El licenciante no puede revocar estas libertades siempre y cuando usted cumpla con los términos de la licencia.
En los siguientes términos:
- Atribución : Debe otorgar el crédito correspondiente , proporcionar un enlace a la licencia e indicar si se realizaron cambios . Puede hacerlo de cualquier manera razonable, pero no de ninguna manera que sugiera que el licenciante lo respalda a usted o a su uso.
- No comercial : no puede utilizar el material con fines comerciales .
- CompartirIgual — Si remezcla, transforma o construye sobre el material, debe distribuir sus contribuciones bajo la misma licencia que el original.
- Sin restricciones adicionales : no puede aplicar términos legales ni medidas tecnológicas que restrinjan legalmente a otros hacer algo que la licencia permite.














