Gamification program and its impact on the academic performance of university students at a Peruvian university.
Silva J.V.C.; Moreno R.M.R.; Ganoza E.A.R.; Anticona-Valderrama D.M. · Proceedings of the LACCEI international Multi-conference for Engineering, Education and Technology (2024) · DOI: 10.18687/leird2024.1.1.371
Resumen
The objective of the research was to establish the incidence of the gamification program and the academic performance in university students of the second academic cycle of the administration career of a private university of Trujillo. The methodology was quantitative since observation was used as a technique and the rubric as an instrument, whose purpose was to measure the effectiveness of the program based on gamification, likewise the technique used for the second variable was the survey, which had as an instrument the questionnaire to measure the academic performance of students, the method used was the inductive-deductive method, the approach was scientific research and logical reasoning, non-experimental design. The population consisted of 80 students, a census sampling was carried out, therefore the entire population was worked with. As for the results, an average pretest (experimental group 45.38 and a control group 42.98) and a posttest (experimental group 66.00 and control group 51.50) were obtained, with a t-value = 12.527 and a significance p = 0.00 (p 0.05). Finally, it was concluded that the application of the gamification program has a significant and positive impact on academic performance.
Instituciones: Universidad Tecnológica del Perú; Universidad César Vallejo; Universidad Privada del Norte