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E-ISSN:3028-9408 https://gestiones.pe/index.php/revista
©Advanced Studies Research
Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
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Preserved in Zenodo DOI:https://doi.org/10.5281/zenodo.18058400 The Authors are responsible for the information in this article
Management of gamification entrepreneurship to compile information through digital teaching strategies in students.
Nathalie Parra Galvez 1 Kharen Klarhe Zarate Vasquez 1 * Lizbeth Camus Mendoza 1 Manuel Paulino Linares Herrera 2
1 Cesar Vallejo University, graduate school, Peru .
2 University of Habana, Cuba .
*Correspondence contact: kzaratev@ucvvirtual.edu.pe
Received: 10/16/2025 Accepted: 11/16/2025 Published: 12/26/2025
Abstract: This study analyzes the management of gamified learning activities to compile information through digital teaching
methods, impacting the creative thinking and digital skills of university students. Objective: To determine how the
management of gamified learning activities to compile information through digital teaching strategies influences students at
a Peruvian university. Methodology: A quantitative-descriptive approach was used, with a purposive sample of 147
university students surveyed. Results: The results show that over 60% of students agreed with the use of digital teaching
strategies in their learning. Conclusion/Contribution: This study provides evidence to strengthen teacher training in digital
skills and active methodologies. The management of gamified learning activities through information compilation represents
an opportunity to transform higher education in Peru.
Keywords: Management, Entrepreneurship, Gamifications, Compile, Strategies, Digital.
Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes
Resumen: El estudio analiza la gestión del emprendimiento de gamificaciones para compilar mediante didácticas digitales
en el pensamiento creativo y las competencias digitales de los estudiantes universitarios. Objetivo: Determinar cómo influye
la Gestión del emprendimiento de gamificaciones para compilar mediante estrategias didáctica digitales en estudiantes de
una universidad peruana. Metodología: El enfoque fue cuantitativo-descriptivo, con una muestra intencionada de 147
estudiantes universitarios encuestados. Resultados: La gestión del emprendimiento en estudiantes muestran que más del
60% de los estudiantes estaban de acuerdo con la compilación de informaciones mediante estrategias didáctica digitales
en su aprendizaje. Conclusión/Aporte: El estudio aporta evidencia para fortalecer la formación docente en competencias
digitales y metodologías activas. La gestión del emprendimiento de gamificaciones mediante las compilaciones de
informaciones representa una oportunidad para transformar la educación superior peruana.
Palabras Clave: Gestión, Emprendimiento, Gamificaciones, Compilar, Estrategias, Digitales.
Gestão do empreendedorismo gamificado para compilar informações por meio de estratégias de ensino digital em estudantes.
Resumo: Este estudo analisa a gestão de atividades de aprendizagem gamificadas para a compilação de informações
por meio de métodos de ensino digitais, impactando o pensamento criativo e as habilidades digitais de estudantes
universitários. Objetivo: Determinar como a gestão de atividades de aprendizagem gamificadas para a compilação de
informações por meio de estratégias de ensino digitais influencia estudantes de uma universidade peruana. Metodologia:
Foi utilizada uma abordagem quantitativa-descritiva, com uma amostra intencional de 147 estudantes universitários.
Resultados: Os resultados mostram que mais de 60% dos estudantes concordaram com o uso de estratégias de ensino
digitais em sua aprendizagem. Conclusão/Contribuição: Este estudo fornece evidências para fortalecer a formação de
professores em habilidades digitais e metodologias ativas. A gestão de atividades de aprendizagem gamificadas por meio
da compilação de informações representa uma oportunidade para transformar o ensino superior no Peru.
Palavras-chave: Gestão, Empreendedorismo, Gamificações, Compilar, Estratégias, Digitais
Gestion de l'entrepreneuriat par la gamification pour compiler des informations grâce à des stratégies
d'enseignement numérique auprès des étudiants
Résumé : Cette étude analyse la gestion d'activités d'apprentissage ludifiées pour la collecte d'informations par le biais de
méthodes pédagogiques numériques, et son impact sur la pensée créative et les compétences numériques des étudiants
universitaires. Objectif : Déterminer comment la gestion d'activités d'apprentissage ludifiées pour la collecte d'informations
par le biais de stratégies pédagogiques numériques influence les étudiants d'une université péruvienne. Méthodologie :
Une approche quantitative descriptive a été utilisée, avec un échantillon ciblé de 147 étudiants universitaires interrogés.
Résultats : Les résultats montrent que plus de 60 % des étudiants approuvent l'utilisation de stratégies pédagogiques
numériques dans leur apprentissage. Conclusion/Contribution : Cette étude met en évidence la nécessité de renforcer la
formation des enseignants aux compétences numériques et aux méthodologies actives. La gestion d'activités
d'apprentissage ludifiées par la collecte d'informations représente une opportunité de transformation de l'enseignement
supérieur au Pérou.
Mots-clés : Gestion, Entrepreneuriat, Gamifications, Compiler, Stratégies, Numériques.
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1 (2025),
[
e
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Gestiones Advanced Journal
E-ISSN:3028-9408 https://gestiones.pe/index.php/revista
©Advanced Studies Research
Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
=====================================================================================================================
1. Introduction
Given the current context, various changes have been made that transform multiple areas both
work and education, for which the resources created allow the development of strategies that
facilitate undertaking, motivating and generating innovative solutions through compilation and
creation processes within the learning processes, which allows facing the challenges of the
knowledge society.
According to the global context, digital development for compiling and creating is a growing
trend that benefits learning, as evidenced in European studies. For example, in Spain, Seguí Mas
(2021) indicates that 75.79% of surveyed teachers reported that it has been beneficial to teach
courses using digital tools such as gamification. A study in Germany found that 25% of students
use digital devices for educational purposes, resulting in a score of 4.7 out of 10 for improved
classroom performance, as demonstrated in assessments of compiling and creating processes.
To this end, teachers have become familiar with digital teaching strategies that allow them to
create fun and innovative learning environments, which can be used for entrepreneurial
purposes. (OEC, 2024).
Regarding Latin American research, a quantitative study conducted at a public university in
southern Mexico State with a purposive sample of 54 teachers describes the socioeconomic and
educational profile of teachers participating in entrepreneurial activities. This study
demonstrates that research on entrepreneurship should include faculty, not just students, as
they are key agents in developing entrepreneurial skills (Jaramillo et al., 2023). Vélez et al.
(2025) report that 75% of students believe gamification improves the learning environment,
and 60% recognize that their emotions directly impact their academic performance. This
underscores the value of implementing gamified games for educational purposes, as they offer
innovative ways to learn. Furthermore, it is evident that teachers need to be proficient in digital
teaching strategies. An IDB study indicates that 40% of teachers demonstrate professional
development in the use of basic digital teaching strategies.
According to Gambi (2024), all of this fosters the generation and construction of knowledge,
which is why López (2023), in indicators of compilation and creation; in evaluated experiences,
between 60% and 75% of students reported a perception of improvement in skills to compile
and create after receiving the intervention, although the authors recommend complementing
self-reports with objective tests of compilation and creation.
In Peru, Calle's research (2020) indicates that pedagogical management influences students'
entrepreneurial capacity, therefore, teaching practices should foster spaces and create
innovative strategies. Burlacu et al. (2023) point out that gamification increases motivation,
generates a positive impact on academic achievement, and aligns very creatively with digital
teaching strategies. Flores (2024), in Juliaca, found that 50% of students demonstrated a
"regular" level of digital teaching strategies, while the other 50% were categorized as having
"high" academic performance. In Peru's 2022 PISA assessments, 47% of students reached at
least a basic level ( Level 3) of compilation and creation processes. Given this, the following
question arises: How does gamification influence the compilation and creation processes and
digital teaching strategies of students at a high school in Lima in 2026?
According to Quispe (2022), when teachersreferring to adult educationdevelop a balanced
educational management approach encompassing institutional, administrative, and pedagogical
aspects, they strengthen their capacity to promote entrepreneurship projects within the
educational community. Buendía Cueva et al. (2024) point out that gamification and technology
in education allow for the creation of strategies with great potential to enrich cognitive
development and foster holistic learning. Strengthening teachers' digital teaching strategies not
only expands their technological proficiency but also transforms how students learn by enabling
more active and contextualized educational experiences.
According to Ccorahua (2024), teachers with greater digital proficiency demonstrate more
efficient and coherent pedagogical performance in response to the challenges of today's
technological environment. Compilation and creation processes in education are essential tools
for students to develop autonomy and problem-solving skills. According to Carranza (2021),
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
=====================================================================================================================
promoting compilation and creation in the classroom implies that teachers design flexible
learning experiences where exploration and curiosity are valued more than rote memorization.
This transforms the educational process into a space for discovery, not just repetition.
2. Methodology
This article draws on selected research related to ICTs and their application and innovation in
compiling and creating processes. It considers the dimensions of the gamification
entrepreneurship and digital teaching strategies variables, as defined by Lyons et al. (2023) and
Sánchez-Rivas et al. (2020). The latter argue that digital teaching strategies are essential for
teacher professional development. The survey was validated through expert review by
individuals with technological and curricular experience related to the research variable. The
questions were administered using a Google Form. The participants showed willingness to
answer the surveys, the results of which contribute to the research. The approach is
quantitative-descriptive, using a non-probabilistic purposive sample of 147 students from a
private Peruvian university. The survey focuses on the management of gamified
entrepreneurship to compile and create digital didactic strategies. The survey consists of 35
questions; some questions are phrased as affirmative and others as negative to avoid bias in the
responses. Each question has 5 alternatives, for which the following alternatives and their
respective weightings were used:
•TD = Strongly disagree (Weighting 1)
•D = Disagree (Weighting 2)
•I = Indifferent (Weighting 3)
•A = Agree (Weighting 4)
•TA = Strongly agree (Weighting 5)
The analysis of the results was done according to four dimensions (two dimensions for the first
variable and two for the second variable): Entrepreneurship, Gamification, Digital Skills and
Creative Thinking; obtained after analysis of the variables and approval of the expert judgment
who carried out the respective evaluation.
To present the results, frequencies and percentages were used through descriptive statistics.
Additionally, inferential statistics were used to determine correlations using Spearman's rho
correlation coefficient, since the variables were non-parametric. Excel and SPSS version 20 were
used to correlate the response values.
Dimension 1: Entrepreneurship
Questions
1
Do you think that businesses should be undertaken in services that are only provided based on
market requirements?
2
Do you consider that the chosen economic ventures are decisive for the decisions made?
3
Do you think that gamification ventures require trained personnel?
4
Do you think it's risky to diversify services by seeking new digital channels?
5
Do you think that the current economic climate allows for more innovation?
6
Do you think that these initiatives should not be subject to common goals?
7
Do you believe that the socialization of entrepreneurship allows for significant development?
8
Do you think that entrepreneurship involves decision-making independent of contributions
(capital)?
9
Do you think that entrepreneurship is limited to a social-participatory model?
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E-ISSN:3028-9408 https://gestiones.pe/index.php/revista
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
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Dimension 2: Gamification
Ask
10
11
12
13
14
15
16
17
18
Dimension 3: Digital Competencies
Questions
19
Do you think that digital skills facilitate the organization of digital information?
20
Do you think that digital skills enable navigability?
21
Do you think that the creation of digital content hinders fluid interaction between
participants?
22
Do you think that the repeated use of digital tools facilitates teaching and learning?
23
Do you think that a password based on visual impact, rather than the cones and rods in the
eye, would be more reliable?
24
Do you consider fingerprint passwords to be very reliable?
25
Do you think that the application of digital skills involved the prior opinion of an expert?
26
Do you think that digital tools (even without adaptation) are always effective for learning?
Dimension 4: Creative Thinking
Questions
27
28
29
30
31
32
33
34
35
3. Results
The results presented are based on the responses arranged according to each of the four
dimensions: Entrepreneurship, Gamification, Digital Skills and Creative Thinking, in the context
of managing gamification entrepreneurship to compile and create through digital didactic
strategies in students.
3.1 Descriptive Statistics
The results presented are based on the responses provided according to the variables of
entrepreneurship, gamification, digital skills, and creative thinking.
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
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Figure 1. Percentages for the dimensions: Entrepreneurship, Gamification, Competencies
Digital and Creative Thinking.
Analysis of the Digital Tools variable reveals that the highest percentage of students falls into
the TA (Strongly Agree) category, specifically in the dimensions of Digital Skills (≈45%) and
Gamification (≈42-45%). Creative Thinking (≈48%) follows closely behind, as do
Entrepreneurship (≈45%) and Gamification (≈42-45%). The A (Agree) category also shows high
and balanced values, ranging between 32% and 32% depending on the dimension, with the
highest percentages in Creative Thinking and Digital Skills. The I (Neutral) category presents
moderate percentages (15-28%), with the highest value in Creative Thinking, suggesting that
there is still a segment of students who do not clearly perceive the impact in this dimension. The
TD (Strongly Disagree) and D (Disagree) categories are combined, with the highest percentage
below 15% , demonstrating a broad overall positive consensus. The highest levels of
disagreement are observed in Entrepreneurship and Gamification, although they remain in the
minority, with an overall positive sentiment .
Regarding the management of gamified entrepreneurship for compiling and creating knowledge
through digital teaching strategies in students, this distribution indicates that integrating digital
tools into gamified entrepreneurship processes fosters predominantly positive attitudes toward
the ability to compile and create, with a focus on digital teaching strategies that enhance creative
thinking. The high concentration in Learning Outcomes for Creative Thinking and Digital
Competencies suggests that students perceive a direct impact on their ability to compile and
create new knowledge through entrepreneurial gamification, aligning with educational
management that prioritizes digital innovations. However, the levels of indifference in Creative
Thinking highlight the need for more robust management in gamified entrepreneurship to
reduce ambiguities and maximize creation through digital teaching strategies.
Category I (Indifferent) shows moderate percentages (15-28%), with the highest value in
Creative Thinking, suggesting that there is still a segment of students who do not clearly perceive
the impact in this dimension. Categories TD (Strongly Disagree) and D (Disagree) are low, at
15% combined, with the highest below 10 %, demonstrating a broad overall positive consensus.
The highest disagreement values are observed in Entrepreneurship and Gamification, although
they remain in the minority, with a generally positive sentiment .
Within the framework of managing gamification entrepreneurship to compile and create
through digital teaching strategies in students, this distribution reveals that the processes of
compiling and creating are optimally developed when entrepreneurial gamifications are
integrated with digital teaching strategies, fostering a positive consensus that drives
pedagogical innovation in university students.
3.2 Inferential Statistics
It was determined by correlations using Spearman's Rho correlation statistic because the
variables were non-parametric, all correlations were significant and the summary of these
correlations is presented in the following table.
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
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Table 01: Correlation values between the dimensions of the two variables:
Variable 1: Digital Skills and Entrepreneurship
Variable 2: Gamification and Creative Thinking
Digital Competencies
(DC)
Entrepreneurship
(E)
Gamification
(G)
Creative
Thinking (CT)
Digital
Competencies
(DC)
1.00
0.82
0.86
0.91
Entrepreneurship
(E)
0.82
1.00
0.75
0.84
Gamification (G)
0.86
0.75
1.00
0.79
Creative Thinking
(CT)
0.91
0.84
0.79
1.00
Spearman's rho correlation analysis (RS) reveals strong (RS>0.74) and statistically significant
relationships between all dimensions, establishing positive and participatively significant
correlations between variables. In particular, the highest correlation was observed between
Digital Competencies and Creative Thinking (RS=0.91), suggesting a close association between
the development of technological skills and the ability to generate innovative ideas. Likewise, a
strong correlation was identified between Digital Competencies and Gamification (RS=0.86),
indicating that the use of technological resources promotes playful strategies that strengthen
motivation and meaningful learning. The relationship between Digital Competencies and
Entrepreneurship (RS=0.82) was significant, demonstrating that digital proficiency enhances
autonomy and innovation. Meanwhile, the correlation between Creative Thinking and
Entrepreneurship (RS=0.84) reflects that creativity fosters entrepreneurial attitudes. Finally,
gamification maintains positive relationships with Creative Thinking (RS=0.79) and
Entrepreneurship (RS=0.75), demonstrating that game-based strategies help develop creativity
and initiative. Overall, the results confirm that Digital Competencies act as a unifying factor, with
an average correlation (RS=0.83) that demonstrates significant interdependence, reinforcing
the importance of the strategic use of digital tools and gamified methodologies .
In the context of managing gamified entrepreneurship for compiling and creating through digital
learning strategies in students, these findings highlight how effective management of gamified
entrepreneurship enhances the processes of compiling and creating by integrating digital
learning strategies that foster strong correlations between digital skills and creative thinking.
The high correlations demonstrate that gamified entrepreneurship acts as a catalyst for
compiling information and creating innovative solutions in students, aligning educational
management with digital tools that promote autonomy, motivation, and academic interest. This
interconnection underscores the need for strategic management in gamified entrepreneurship
to optimize the capacity to compile and create, transforming digital learning strategies into
fundamental pillars for students' holistic development.
4. Discussion
The results show a favorable trend toward integrating entrepreneurship, gamification, and
digital teaching strategies as means to stimulate the processes of compiling and creating.
However, behind this apparent coherence, significant tensions emerge between innovative
discourse and everyday educational practice. Although more than 60% of students express
agreement or strong agreement across the four dimensions, the percentages of indifference and
disagreement, which together exceed 30%, demonstrate that the incorporation of these
strategies has not yet reached a sufficient level of consolidation in the Peruvian university
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
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classroom. In the entrepreneurship dimension, the majority of respondents show a positive
predisposition (64%), but this data could mask a superficial understanding of the concept. As
Jaramillo et al. (2023) point out, teacher entrepreneurship is not limited to promoting isolated
initiatives, but rather requires transforming the educational culture toward autonomy and
innovative problem-solving.
Schumpeter (1934) had already pointed out that entrepreneurship involves disruption and
innovation, not mere adaptation. In the context analyzed, the findings suggest that many
students associate entrepreneurship more with “practical activities” than with processes of
sustained innovation. This gap between intention and action can be explained, in part, by the
lack of teacher support and the limited connection between academic projects and the real
needs of the environment, as Calle Castillo (2020) argues. Regarding gamification, the 67%
positive rating could be interpreted as a sign of acceptance of game-based methodologies;
however, the remaining 33% (between indifference and disagreement) reveals some resistance
or lack of awareness. Deterding et al. (2011) point out that gamification only achieves real
impact when it is accompanied by clear pedagogical objectives and a meaningful narrative. In
many Latin American contexts, the application of gamification techniques is limited to the use
of points or rewards without a solid instructional design (Vélez & Quinteros, 2025). This
fragmented practice creates the risk of momentary motivation that does not translate into deep
learning. Furthermore, as Gee (2020) points out, the key to playful learning lies in the balance
between challenge and meaning, a dimension that still appears weak in the results obtained.
Digital teaching strategies, despite their high acceptance (62%), represent another area of
tension. This figure demonstrates progress, but also a limitation: declared digital proficiency
does not always translate into critical and innovative skills. The Inter-American Development
Bank (2024) notes that a large portion of Latin American teachers maintain a functional rather
than a pedagogical level of technology use. This gap between technical skills and pedagogical
application aligns with Area Moreira's (2022) observation that digital literacy should be
understood as a cultural and ethical competence, not merely an instrumental one. In this sense,
the results reflect a scenario where digital resources are present, but their educational use
remains partial. Regarding the processes of compiling and creating, the 66% positive
assessment is encouraging, although it also poses a challenge: why do a third of the students not
perceive improvements in their ability to compile and create despite the use of digital and
playful strategies? This could be due, as Carranza (2021) suggests, to the persistence of teaching
models focused on the transmission of content rather than on exploration.
López Cruz (2023) demonstrates that the processes of compiling and creating only develop
when activities challenge students to construct new knowledge, not simply to reproduce
information. Therefore, the challenge lies not only in incorporating tools, but also in redesigning
learning experiences so that the ability to compile and create emerges as a complex cognitive
and emotional process. At a general level, the results reveal an educational paradox: there is
consensus around the need for innovation, but practical implementation remains trapped
between tradition and change. Gamification and digital teaching strategies appear as catalysts
for learning, but their effectiveness is limited by a lack of teacher training, scarce technological
infrastructure, and a weak culture of formative assessment. As Labraña (2014) argues,
educational systems tend to prioritize institutional stability over adaptation; this internal
rigidity explains the slow adoption of innovative practices. Consequently, the findings of this
study underscore the urgent need to promote comprehensive teacher training that integrates
entrepreneurship, the ability to compile and create, and digital teaching strategies within a
critical framework. Institutions must move beyond mere technological adoption to building
sustainable innovation ecosystems. Only in this way can the gap between declared enthusiasm
and effective practice be closed. In the words of Vygotsky (1979), learning is a process of cultural
mediation; today, this mediation involves integrating technology and gamification as tools for
cognitive development, not as ends in themselves.
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
=====================================================================================================================
5. Conclusions
This article aims to present an overview of what it means not only to introduce but also to
undertake the task of using gamification methods for developing processes of compiling and
creating with technology and through the digital teaching strategies presented in class by
teachers. Deciding to implement and use gamification techniques means breaking with the
traditional lecture-based classroom model and venturing into a new form of interactive and
simultaneous learning. While today's students are the so-called "digital natives," teachers, most
of whom are from Generation X or Millennials, must strive to keep pace and strengthen their
digital teaching strategies so that learning is not just an "order" but a space where the teacher
promotes the processes of compiling and creating. The survey reveals important information
related to gamification entrepreneurship among university students. We considered four
dimensions and reached the following conclusions: In the entrepreneurship dimension, a
majority of respondents agree with implementing these techniques and are motivated to apply
them not only theoretically but also practically. We understand that certain limitations exist,
such as infrastructure, internet access in classrooms, and teacher training, among others.
Regarding gamification itself, while a majority of respondents support the impact this technique
has in the classroom, in addition to creating a conducive learning environment, this impact must
be reflected in academic results.
Now, there is a moderately significant percentage of students who are indifferent to
gamification, which may be due to a lack of clear objectives in the classroom or because students
perceive it as merely a fun activity that doesn't contribute to their professional development.
The key here is for university students to actively participate in their experience with
gamification as part of their learning. Regarding digital teaching strategies, the high percentage
of teachers who are proficient in digital tools and information and communication technologies
allows for the implementation of gamification techniques to achieve the proposed results.
However, potential barriers (technological, geographical, implementation-related, or due to lack
of investment) could reduce this percentage. In the area of compiling and creating, the results
show teachers' openness to applying this form of educational innovation. Therefore, since the
goal is to motivate students, foster commitment, and ensure they enjoy the process, it is
important for university students to recognize that these techniques can be applied in university
education (regardless of the professional field). The teacher will be key in structuring a project
with clear objectives for the university context, not duplicated or copied, but applied to each
specific classroom, where significant improvements in learning can be evaluated.
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Management of gamification entrepreneurship to compile information through digital teaching strategies in students
(Gestión del emprendimiento de gamificaciones para compilar informaciones mediante estrategias didáctica digitales en estudiantes)
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Contributions from the co-authors: All co-authors have contributed to this article by mutual
agreement and are responsible for all information contained therein.
Nathalie Parra Galvez (25%): Conceptualization, Data Curation, Formal Analysis
Zarate Vasquez , Kharen Klarhe (25%): Validation, Visualization, Resources. Randall
Camus Mendoza, Lizbeth (25%): Methodology, Software, Supervision,
Manuel Paulino Linares Herrera (25%): Writing original draft, Writing revision and editing.
Research funding: With own resources.
We declare that we have no conflict of interest: The authors declare that we have no conflict of
interest that may have influenced the results obtained or the interpretations proposed.
Informed consent statement: The study was conducted in accordance with the Code of Ethics and
Good Publication Practices.
Usability: This text is shared under the Creative Commons Attribution 4.0 International License (CC
BY 4.0). You may share, copy, and redistribute the material in any medium or format, as well as adapt,
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