Vol. 5
N°
1 (2025),
[
e
-2512],
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)
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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.