Citas bibligráficas
Almenara, M., (2024). Gamificación y Logro de capacidades del Área de Educación para el Trabajo de estudiantes del Tercer Grado de Secundaria de la Institución Educativa Teresa González de Fanning, Jesús María, 2022 [Universidad Nacional de Educación Enrique Guzmán y Valle]. https://repositorio.une.edu.pe/handle/20.500.14039/777
Almenara, M., Gamificación y Logro de capacidades del Área de Educación para el Trabajo de estudiantes del Tercer Grado de Secundaria de la Institución Educativa Teresa González de Fanning, Jesús María, 2022 []. PE: Universidad Nacional de Educación Enrique Guzmán y Valle; 2024. https://repositorio.une.edu.pe/handle/20.500.14039/777
@misc{renati/1739360,
title = "Gamificación y Logro de capacidades del Área de Educación para el Trabajo de estudiantes del Tercer Grado de Secundaria de la Institución Educativa Teresa González de Fanning, Jesús María, 2022",
author = "Almenara Galindo, Maritza Rosario",
publisher = "Universidad Nacional de Educación Enrique Guzmán y Valle",
year = "2024"
}
The objective of this research work is to determine the level of relationship that exists between gamification and the achievement of skills in the Area of Education for Work of Third Grade Secondary School students of the I. E. Teresa González de Fanning. To achieve this purpose, a correlational study was carried out to analyze how the application of gamification elements in the educational process directly affects the performance and development of skills of students in this specific field. Regarding the methodology of this research, the approach is quantitative, the design is non-experimental, the level is correlational and descriptive. A probabilistic sample of 138 students was worked with. It is concluded that there is a direct and significant correlation between the variables under study, in the order of r = 0.771 and the general hypothesis is accepted since p_value < 0.05 (significance level 5%), these results suggest a significant connection between the integration of gamified strategies and the achievement of capabilities in Education for Work, highlighting the importance of considering playful approaches to improve participation and practical learning in this educational context. This study provides valuable insights for educators and program designers, highlighting gamification as an effective strategy to enhance performance and skills acquisition in the mentioned area.
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