Citas bibligráficas
Theil, J., Fernandez, A. (2024). Gamificación e influencia en el rendimiento académico en estudiantes de primaria en una escuela privada en Lima. [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/673570
Theil, J., Fernandez, A. Gamificación e influencia en el rendimiento académico en estudiantes de primaria en una escuela privada en Lima. [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/673570
@mastersthesis{renati/931815,
title = "Gamificación e influencia en el rendimiento académico en estudiantes de primaria en una escuela privada en Lima.",
author = "Fernandez Zarpan de Reyes, Ana Cecilia",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
Gamification through the use of technical tools is a methodology used in foreign language teaching to improve students’ learning, increase motivation and integrate virtual games into non- games areas. Among the most commonly used programs for this research are: Kahoot, Quizlet and Quizziz. The present study is quantitative in order to determine whether gamification affects the learning and motivation of pupils in the 5th grade, and to determine how pupils use gamification after work in the classroom. The sample consists of 40 students, the data were collected by means of pre- and post-test and Likert questionnaire. The analysis of pre- and post-test showed that gamification does not increase the academic performance of students. The results of the Likert questionnaires showed that the use of gamification through technical tools increases the motivation of the students and increases the participation of the students in the course.
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