Gamification as a participation strategy for university students
Abstract
Gamification, also called gamification, allows the introduction of dynamic activities typical of games in the teaching-learning process, which motivate student participation. In this context, the objective of the research was to determine how the implementation of gamification improves student participation in the hybrid classes of the Continental University – Cusco Campus. The method used was the hypothetical deductive, with a quantitative approach, the design was pre-experimental with pre-test and post-test, with a population of 60 students and a sample of 50 students, to evaluate the results, descriptive and inferential statistics were applied, as well such as the t-test for paired two-sample means for hypothesis testing. The results show that the implementation of gamification improves student participation in the hybrid classes of the Universidad Continental – Cusco Campus, from a frequent and active participation before the implementation of 40% to a frequent and active participation of 66% after of gamification. The t-test allowed us to validate the alternative hypothesis, which states that gamification improves student participation, since the test t (Statistic t) was 2.09 which is greater than the critical t (Critical value t) which was 1.677.
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