Citas bibligráficas
Moreno, E., (2024). Gamificación digital y la motivación académica en los estudiantes de la I.E. Julio Cesar Escobar de San Juan de Miraflores - Lima 2023 [Universidad Nacional de Educación Enrique Guzmán y Valle]. https://repositorio.une.edu.pe/handle/20.500.14039/10924
Moreno, E., Gamificación digital y la motivación académica en los estudiantes de la I.E. Julio Cesar Escobar de San Juan de Miraflores - Lima 2023 []. PE: Universidad Nacional de Educación Enrique Guzmán y Valle; 2024. https://repositorio.une.edu.pe/handle/20.500.14039/10924
@misc{renati/1738508,
title = "Gamificación digital y la motivación académica en los estudiantes de la I.E. Julio Cesar Escobar de San Juan de Miraflores - Lima 2023",
author = "Moreno Nuñuvero, Edder Christian",
publisher = "Universidad Nacional de Educación Enrique Guzmán y Valle",
year = "2024"
}
The objective of this research work was to determine the level of relationship between digital gamification and academic motivation in high school students through a quantitative correlational approach. A representative sample of high school students from the I.E. Julio Cesar Escobar de San Juan de Miraflores - Lima 2023 was selected. The sample included both students who had experienced digital gamification in their classes and those who had not had this experience. Data were collected through two questionnaires to measure the use of digital gamification and students' academic motivation. The results of the study revealed a significant positive relationship between digital gamification and students' academic motivation, i.e. those who participated in gamified activities showed higher levels of interest, engagement, and satisfaction with the learning process compared to those who did not. The findings suggest that digital gamification may be an effective strategy to increase academic motivation in high school students.
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