dc.contributor.author | Navas Gotopo, Soratna | |
dc.contributor.author | Garces Rosendo, Eduardo Jesús | |
dc.contributor.author | Flores Perozo, Inés del Carmen | |
dc.contributor.author | Ramírez Sáenz, Carmen Soto | |
dc.contributor.author | Raez Martínez, Haymin Teresa | |
dc.date.accessioned | 2024-08-13T20:27:06Z | |
dc.date.available | 2024-08-13T20:27:06Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | https://hdl.handle.net/20.500.13067/3314 | |
dc.description.abstract | Gamification 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.format | application/pdf | es_PE |
dc.language.iso | eng | es_PE |
dc.publisher | Springer Link | es_PE |
dc.rights | info:eu-repo/semantics/restrictedAccess | es_PE |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | es_PE |
dc.source | AUTONOMA | es_PE |
dc.subject | Gamification | es_PE |
dc.subject | Teaching Experience | es_PE |
dc.subject | Learning | es_PE |
dc.subject | Motivation | es_PE |
dc.title | Student Perceptions of the Gamification Process in Virtual Learning Environments at University Level | es_PE |
dc.type | info:eu-repo/semantics/article | es_PE |
dc.identifier.journal | International Conference on Applied Technologies | es_PE |
dc.subject.ocde | https://purl.org/pe-repo/ocde/ford#5.02.04 | es_PE |
dc.relation.url | https://doi.org/10.1007/978-3-031-58950-8_7 | es_PE |
dc.source.beginpage | 80 | es_PE |
dc.source.endpage | 90 | es_PE |