A Playful Method: The influence of gamification on the self-learning of students in a Public University in Peru (#732)
Read ArticleDate of Conference
July 17-19, 2024
Published In
"Sustainable Engineering for a Diverse, Equitable, and Inclusive Future at the Service of Education, Research, and Industry for a Society 5.0."
Location of Conference
Costa Rica
Authors
Rivera, Jimmy Ronald Riojas
Oyola Gabriel, Flor Amanda
Rivera Carhuancho, Hilda
Rojas Camacho, Yanina Elizabeth
Paja Aguilar, Maritza Magdalena
Cochachin Zarzosa, Sheyla Milagros
Espíritu Fatama, Angie Jazmín
Abstract
Abstract– This study investigates the relationship between gamification and self-learning among students at the Public University of education. Utilizing reliable questionnaires with coefficients of 0.918 for gamification and 0.930 for self-learning, the research measures students' perceptions across several dimensions of gamification and self-learning. The descriptive results reveal a predominantly low perception of gamification, with 68% of students rating it as low. Similarly, 64% of students perceive their self-learning capabilities as low. Hypothesis testing shows no significant correlation between gamification and self-learning, suggesting that gamification, as currently perceived, does not significantly influence self-learning processes. These findings indicate the need for re-evaluating gamification strategies to better support and enhance self-learning among students. The study contributes to understanding the effectiveness of gamification in educational contexts and highlights areas for future research and development.