Citas bibligráficas
Ramos, D., Rios, G., Rivas, L., Salazar, J., Pablo, R. (2021). La gamificación como estrategia de enseñanza y las habilidades sociales en estudiantes del I semestre de la carrera de Enfermería de una universidad privada de Lima, durante el 2021-I [Universidad Tecnológica del Perú]. https://hdl.handle.net/20.500.12867/4931
Ramos, D., Rios, G., Rivas, L., Salazar, J., Pablo, R. La gamificación como estrategia de enseñanza y las habilidades sociales en estudiantes del I semestre de la carrera de Enfermería de una universidad privada de Lima, durante el 2021-I []. PE: Universidad Tecnológica del Perú; 2021. https://hdl.handle.net/20.500.12867/4931
@mastersthesis{renati/811138,
title = "La gamificación como estrategia de enseñanza y las habilidades sociales en estudiantes del I semestre de la carrera de Enfermería de una universidad privada de Lima, durante el 2021-I",
author = "Pablo Huamani, Rebeca",
publisher = "Universidad Tecnológica del Perú",
year = "2021"
}
The main objective of this research was to determine the degree of relationship between Gamification as a teaching strategy and Social Skills of students from the 1st semester of the nursing career at a private university in Lima, during 2021-I. This studystarted from a non-experimental, descriptive,and correlational cross-sectional design. The population consisted of 100 nursing students and through non-probability sampling by incidence, a sample of 91 students was obtained to whom the questionnaire was applied to measure Gamification and Social Skills; considered valid by expert judgment and reliable with a Cronbach's alpha value of 0.98 and 0.83 respectively. The results indicated that the vast majority of students stated that gamification is applied atmedium levels (40%) and low (30%), very similar behavior is evidenced in its dynamic and component dimensions. In relation to social skills, it was determined that 33% of students develop them at high levels; while 37% do so at medium levels, a significant 30% at low levels. Finally, it is concluded that gamification is not independent of the level of students' social skills and its relationship is directly low (rs = 0.261); As for gamification and the dimensions of social skills, only communication and decision-making are related.
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