Publicación:
A Playful Method: The influence of gamification on the self-learning of students in the Department of Foreign Languages at the Public University of Education in Peru

dc.contributor.authorRivera, Jimmy Ronald Riojas
dc.contributor.authorGabriel, Flor Amanda Oyola
dc.contributor.authorCarhuancho, Hilda Rivera
dc.contributor.authorCamacho, Yanina Elizabeth Rojas
dc.contributor.authorAguilar, Maritza Magdalena Paja
dc.contributor.authorZarzosa, Sheyla Milagros Cochachin
dc.contributor.authorFatama, Angie Jazmin Espíritu
dc.date.accessioned2025-08-15T15:28:47Z
dc.date.issued2024
dc.description.abstractThis study investigates the relationship between gamification and self-learning among students at the Public University of education. Utilizing reliable questionnaires with coefficients of 0.918 for gamification and 0.930 for self-learning, the research measures students' perceptions across several dimensions of gamification and self-learning. The descriptive results reveal a predominantly low perception of gamification, with 68% of students rating it as low. Similarly, 64% of students perceive their self-learning capabilities as low. Hypothesis testing shows no significant correlation between gamification and self-learning, suggesting that gamification, as currently perceived, does not significantly influence self-learning processes. These findings indicate the need for re-evaluating gamification strategies to better support and enhance self-learning among students. The study contributes to understanding the effectiveness of gamification in educational contexts and highlights areas for future research and development. © 2024 Latin American and Caribbean Consortium of Engineering Institutions. All rights reserved.
dc.identifier.doi10.18687/LEIRD2024.1.1.732
dc.identifier.scopus2-s2.0-85217226138
dc.identifier.urihttps://cris.une.edu.pe/handle/001/751
dc.identifier.uuid99d58f8c-138f-4711-9a59-e9db7549c9a0
dc.language.isoen
dc.publisherLatin American and Caribbean Consortium of Engineering Institutions
dc.relation.ispartofProceedings of the LACCEI international Multi-conference for Engineering, Education and Technology
dc.rightshttp://purl.org/coar/access_right/c_14cb
dc.subjectcognitive engagement
dc.subjecteducational technology
dc.subjectgamification
dc.subjectmotivation in learning
dc.subjectself-learning
dc.titleA Playful Method: The influence of gamification on the self-learning of students in the Department of Foreign Languages at the Public University of Education in Peru
dc.typehttp://purl.org/coar/resource_type/c_5794
dspace.entity.typePublication

Archivos

Colecciones