Bibliographic citations
Chirinos, F., (2024). Programa de ludificación en la motivación del logro de competencias del área de Ciencias Sociales del nivel secundaria, Lima [Universidad Nacional de Trujillo]. https://hdl.handle.net/20.500.14414/22203
Chirinos, F., Programa de ludificación en la motivación del logro de competencias del área de Ciencias Sociales del nivel secundaria, Lima []. PE: Universidad Nacional de Trujillo; 2024. https://hdl.handle.net/20.500.14414/22203
@mastersthesis{renati/1044284,
title = "Programa de ludificación en la motivación del logro de competencias del área de Ciencias Sociales del nivel secundaria, Lima",
author = "Chirinos Gordillo, Fiorela Estefani",
publisher = "Universidad Nacional de Trujillo",
year = "2024"
}
This research is developed with the purpose of determining the influence of the application of the gamification program in the motivation of the achievement of competencies in the area of Social Sciences in third year students of the Colegio Mayor Secundario Presidente del Perú. For this purpose, it is based on a quantitative approach and a pre-experimental design, whose data collection was based on the application of a social science test, before and after the implementation of a gamification program. The test was designed jointly with the teachers, based on the objectives and contents proposed, to quantitatively evaluate the motivation to achieve the competencies "construct historical interpretations" and "act responsibly in space and the environment"; this instrument has been validated for Peru, with an Aiken coefficient of 0.885, and has a Cronbach's Alpha of 0.726 (high reliability). The sample consisted of 30 students from section H of the third year of the Colegio Mayor Secundario Presidente del Perú- Lima, selected by means of a non-probabilistic convenience sample. The results and interpretations presented in this study allowed us to conclude that there is a direct and significant influence between the application of the gamification program and the motivation for achievement in the area of social sciences, both in the history and geography components, as established in the Regular Basic Education Curriculum. The general hypothesis is proved, since the Wilcoxon T test had a significance of 0.000 < 0.05, so H0 is rejected and it is concluded that the application of the gamification program significantly influences the achievement motivation of competencies in the area of Social Sciences in third year students of the Colegio Mayor Secundario Presidente del Perú.
This item is licensed under a Creative Commons License