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dc.contributor.authorNavas Gotopo, Soratna
dc.contributor.authorGarces Rosendo, Eduardo Jesús
dc.contributor.authorFlores Perozo, Inés del Carmen
dc.contributor.authorRamírez Sáenz, Carmen Soto
dc.contributor.authorRaez Martínez, Haymin Teresa
dc.date.accessioned2024-08-13T20:27:06Z
dc.date.available2024-08-13T20:27:06Z
dc.date.issued2023
dc.identifier.urihttps://hdl.handle.net/20.500.13067/3314
dc.description.abstractGamification strategies are proved to motivate students while helping them develop the key skills related to a particular subject, especially when work- ing in virtual environments. During gamification students move forward, and go up levels while the learn new concepts. This research, is bases on the application of gamification strategies in the subject of Digital Thinking at the Universidad Autónoma de Perú. This was done through a quasi- experimental methodology. Among the main results there can be mentioned that the students felt more motivated, getting a more meaningful learning process.es_PE
dc.formatapplication/pdfes_PE
dc.language.isoenges_PE
dc.publisherSpringer Linkes_PE
dc.rightsinfo:eu-repo/semantics/restrictedAccesses_PE
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/es_PE
dc.sourceAUTONOMAes_PE
dc.subjectGamificationes_PE
dc.subjectTeaching Experiencees_PE
dc.subjectLearninges_PE
dc.subjectMotivationes_PE
dc.titleStudent Perceptions of the Gamification Process in Virtual Learning Environments at University Leveles_PE
dc.typeinfo:eu-repo/semantics/articlees_PE
dc.identifier.journalInternational Conference on Applied Technologieses_PE
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.02.04es_PE
dc.relation.urlhttps://doi.org/10.1007/978-3-031-58950-8_7es_PE
dc.source.beginpage80es_PE
dc.source.endpage90es_PE


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