Gamification to improve the motivation of university students
DOI:
https://doi.org/10.35381/r.k.v8i2.2859Keywords:
University extension, educational games, group instruction, (UNESCO Thesaurus).Abstract
The research presented raised the objective of determining the effect of gamification on the motivation of initial training students of a Public Higher Pedagogical Institute Cajabamba 2022. For this purpose, a quantitative research approach, application level and pre-experimental design was assumed. We worked with a sample of 74 intentionally selected students. A motivation questionnaire was used to collect the data, processing and systematizing them with the Excell and SPSS26 programs. The Wilconson test was used for related samples, from which it was concluded that the application of Gamification produces a significant effect in improving motivation in initial training students of a Public Higher Pedagogical Institute Cajabamba 2022, given that the level of p value = 0.000 was less than the confidence level of 0.05.
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