Use of gamification in achieving skills in Social Sciences

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.

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Publication Details

Journal
SCIÉNDO
Published
2024-09-02
DOI
https://doi.org/10.17268/sciendo.2024.053
Primary Topic
Educational Games and Gamification
Type
article
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article

Use of gamification in achieving skills in Social Sciences

Fiorela Chirinos
SCIÉNDO
Educational Games and Gamification
article

Use of gamification in achieving skills in Social Sciences

Fiorela Chirinos
article en

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.

SCIÉNDOVol. 27(3)
National University of Trujillo (PE)
Quality Education
Openalex Percentile: Top 82%
Educational Games and Gamification
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