Citas bibligráficas
Espinoza, V., Figueroa, R., Manrique, V. (2021). Gamificación virtual y gestión del diseño del plan de ventas como logro de aprendizaje en estudiantes del curso de Gestión de Ventas y Equipos Comerciales de la carrera de Marketing en una universidad privada de Lima 2020-II [Universidad Tecnológica del Perú]. https://hdl.handle.net/20.500.12867/4479
Espinoza, V., Figueroa, R., Manrique, V. Gamificación virtual y gestión del diseño del plan de ventas como logro de aprendizaje en estudiantes del curso de Gestión de Ventas y Equipos Comerciales de la carrera de Marketing en una universidad privada de Lima 2020-II []. PE: Universidad Tecnológica del Perú; 2021. https://hdl.handle.net/20.500.12867/4479
@mastersthesis{renati/804349,
title = "Gamificación virtual y gestión del diseño del plan de ventas como logro de aprendizaje en estudiantes del curso de Gestión de Ventas y Equipos Comerciales de la carrera de Marketing en una universidad privada de Lima 2020-II",
author = "Manrique Vásquez, Verónica María",
publisher = "Universidad Tecnológica del Perú",
year = "2021"
}
The objetive of thisresearch work is to explain how the virtual gamification proposal favors the design of thesales plan, as a learning outcome, in the students of the Sales Management and Commercial Teams course in the Marketing career in a Private University of Lima, in 2020-II. The sample is made up of 25 students. The methodology used focused on the qualitative approach, the explanatory scope and the action research design. Distance or virtual education, a compulsory study modality,in times of confinement, has shown that it requires educational models that allow students to be motivated in the teaching-learning process. The results of the research showed that the Incentive System designed for the development of the Sales Management and Commercial Teams course, favors the design of the sales plan as a learning outcome, through the use of dynamics, mechanics and components for the motivation of students. This has kept them focused on their learning process. It is identified that the students entered a state of flow,because they express feeling happiness and curiosity, at the same time they manifest feeling challenged and motivated by the proposed challenges. There is also a significant commitment and effort in the course, reflected in the involvement with the Incentive System. Finally, it is concluded that the gamified activities of the virtual course allowed most of the students to design the sales plan as a learning outcome.
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