Bibliographic citations
Cespedes, H., Landeo, A. (2024). Gamificación y aprendizaje significativo en estudiantes del VII ciclo de secundaria de la EBR de la UGEL 05, 2023 [Universidad Nacional de Educación Enrique Guzmán y Valle]. https://repositorio.une.edu.pe/handle/20.500.14039/10881
Cespedes, H., Landeo, A. Gamificación y aprendizaje significativo en estudiantes del VII ciclo de secundaria de la EBR de la UGEL 05, 2023 []. PE: Universidad Nacional de Educación Enrique Guzmán y Valle; 2024. https://repositorio.une.edu.pe/handle/20.500.14039/10881
@misc{renati/1019925,
title = "Gamificación y aprendizaje significativo en estudiantes del VII ciclo de secundaria de la EBR de la UGEL 05, 2023",
author = "Landeo Chuquiyauri, Aydee",
publisher = "Universidad Nacional de Educación Enrique Guzmán y Valle",
year = "2024"
}
The objective of this research work is to determine the relationship between gamification and meaningful learning in students of the VII cycle of secondary school of the EBR of the UGEL 05 in the year 2024. To achieve this, a study based on a quantitative approach with a non-experimental design and correlational level was carried out. The sample consisted of 85 students, to whom two evaluation instruments were applied. The results of this research revealed that 51.8% of the respondents perceived gamification as something acceptable, while 52.9% showed a moderate level of meaningful learning. In addition, the positive correlation between both variables could be statistically verified, with a support of statistical significance (Sig. < 0.05) and a correlation coefficient of Rho = 0.805. In conclusion, this study demonstrates that gamification has a positive relationship with meaningful learning in secondary school students. These findings suggest that integrating gamified elements into the design of educational activities can generate a positive impact on the acquisition of knowledge and skills, fostering more meaningful learning.
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