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Use of gamification in achieving skills in Social Sciences

Year: 2024
Type: article
Study design: Clinical Trial
Abstract: This study focuses on determining the influence of gamification on the motivation to achieve two competencies in the area of Social Sciences in third-grade high school students of the Colegio Mayor Secundario Presidente del Perú. A quantitative approach and a pre-experimental design were used, collecting data through a test before and after applying the gamification program. The test, validated for the Peruvian context with an Aiken coefficient of 0.885 and a Cronbach's Alpha of 0.726, evaluated the motivation to achieve the competencies 'construct historical interpretations' and 'act responsibly in space and the environment'. The results show a direct and significant influence of gamification on the motivation to achieve competencies in both history and geography. The Wilcoxon T test (p=0.000 < 0.05), confirming the significant influence of the gamification program on the motivation to achieve the competencies under study.
Source: SCIÉNDO
Language: English
Field: Psychology
Open Access status: diamond
OpenAlex ID: W4402128605
FWCI:
Cites: 4
Cited by:
Related to: 10