Bibliographic citations
Guerrero, M., Yrigoyen, S., Vasallo, G. (2022). La actitud hacia el uso de la gamificación y su relación con la motivación y el rendimiento académico en estudiantes universitarios del primer ciclo de matemática de una Universidad privada de Lima – Perú [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/663480
Guerrero, M., Yrigoyen, S., Vasallo, G. La actitud hacia el uso de la gamificación y su relación con la motivación y el rendimiento académico en estudiantes universitarios del primer ciclo de matemática de una Universidad privada de Lima – Perú [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/663480
@mastersthesis{renati/953234,
title = "La actitud hacia el uso de la gamificación y su relación con la motivación y el rendimiento académico en estudiantes universitarios del primer ciclo de matemática de una Universidad privada de Lima – Perú",
author = "Vasallo Sambuceti, Giovanna",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
This research is quantitative correlational and aims to find the relationship between attitudes towards gamification and its relationship with motivation and academic performance in the School of Business2 students enrolled in the Mathematics Remedial course at a private university in Lima, Peru. The students of this course received classes with gamified activities, and their attitude towards gamification and motivation, as well as their academic performance, were evaluated. The interest in this research stems from the need of higher education faculty to design their class sessions in such a way that they can involve and motivate their students in their own learning process using different methodological strategies that consider ICTs and gamification within the framework of the learning ecosystem of 21st century students. This paper comprises five chapters of which the first is about the research approach; the second is about the state of the art and theoretical framework; the third and fourth are about the application of the research instruments and the main findings, respectively; and the fifth chapter is about the conclusions, recommendations and future research. The main findings were a high correlation between attitudes towards motivation and gamification and the other was an existing but low correlation between gamification and academic performance.
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