Publicación: Un método lúdico: La influencia de la gamificación en el autoaprendizaje de los estudiantes del Departamento de Lenguas Extranjeras de la Universidad Pública de Educación de Perú.
| dc.contributor.author | Rivera, Jimmy Ronald Riojas | |
| dc.contributor.author | Oyola Gabriel, Flor Amanda | |
| dc.contributor.author | Carhuancho, Hilda Rivera | |
| dc.contributor.author | Camacho, Yanina Elizabeth Rojas | |
| dc.contributor.author | Aguilar, Maritza Magdalena Paja | |
| dc.contributor.author | Zarzosa, Sheyla Milagros Cochachin | |
| dc.contributor.author | Fatama, Angie Jazmin Espíritu | |
| dc.date.accessioned | 2025-08-15T15:28:47Z | |
| dc.date.issued | 2024 | |
| dc.description.abstract | This 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.doi | 10.18687/LEIRD2024.1.1.732 | |
| dc.identifier.scopus | 2-s2.0-85217226138 | |
| dc.identifier.uri | https://cris.une.edu.pe/handle/001/751 | |
| dc.identifier.uuid | 99d58f8c-138f-4711-9a59-e9db7549c9a0 | |
| dc.language.iso | en | |
| dc.publisher | Latin American and Caribbean Consortium of Engineering Institutions | |
| dc.relation.ispartof | Proceedings of the LACCEI international Multi-conference for Engineering, Education and Technology | |
| dc.rights | http://purl.org/coar/access_right/c_14cb | |
| dc.subject | cognitive engagement | |
| dc.subject | educational technology | |
| dc.subject | gamification | |
| dc.subject | motivation in learning | |
| dc.subject | self-learning | |
| dc.title | Un método lúdico: La influencia de la gamificación en el autoaprendizaje de los estudiantes del Departamento de Lenguas Extranjeras de la Universidad Pública de Educación de Perú. | es |
| dc.title.alternative | 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 | en |
| dc.type | http://purl.org/coar/resource_type/c_5794 | |
| dspace.entity.type | Publication | |
| organization.acronym | UNE | |
| organization.identifier.ruc | 20174950971 | |
| organization.identifier.uuid | 8be7a8cd-8f3c-4f9c-a72d-3ff95aa6eb22 | |
| person.affiliation.name | Universidad Nacional de Educación Enrique Guzmán y Valle | |
| person.identifier.orcid | 0000-0002-0898-7407 | |
| person.identifier.uuid | b06d4db3-3dc5-4580-a832-047d280f33da | |
| relation.isAuthorOfPublication | b06d4db3-3dc5-4580-a832-047d280f33da | |
| relation.isAuthorOfPublication.latestForDiscovery | b06d4db3-3dc5-4580-a832-047d280f33da |