Citas bibligráficas
Fajardo, D., Ruiz, J. (2024). Percepciones de estudiantes del primer ciclo de la Facultad de Comunicaciones de una universidad privada de Lima sobre la implementación de dos actividades de gamificación y su incidencia en el rendimiento académico [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/672269
Fajardo, D., Ruiz, J. Percepciones de estudiantes del primer ciclo de la Facultad de Comunicaciones de una universidad privada de Lima sobre la implementación de dos actividades de gamificación y su incidencia en el rendimiento académico [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/672269
@mastersthesis{renati/414487,
title = "Percepciones de estudiantes del primer ciclo de la Facultad de Comunicaciones de una universidad privada de Lima sobre la implementación de dos actividades de gamificación y su incidencia en el rendimiento académico",
author = "Ruiz Pauca, Jesus Alexis",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
Currently, the use of methodologies linked to games in the teaching-learning experience has increased exponentially with the aim of promoting student participation, stimulating the development of skills and promoting motivation for learning. This research explores the implementation of two gamification activities: Digital Storytelling and the triad PBL- Points, Badges and LeaderBoards, through Kahoot! in the course called Introduction to Communications Workshop of the first cycle of the Faculty of Communications, in order to determine the perceptions of students in the motivation of active listening, the interaction between students and the development of creativity and its correlation on academic performance. Some studies have been realized in other countries on the perception of students in gamification environments, but in the Peruvian case there is very little information to consider it as background information. It is necessary to realize an investigation of this type in Perú, where higher education has currently returned to face-to-face education after more than two years of being in the virtual environment due to the pandemic. The question that arises is whether the implementation of two gamification activities, specifically Digital Storytelling and Kahoot!, could affect the motivation of active listening, interaction between students and the development of creativity, as well as academic performance.
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