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Management of gamification entrepreneurship to compile and create through digital didactic strategies in students

[e-2512]:https://doi.org/10.5281/zenodo.18058400

Authors

DOI:

https://doi.org/10.5281/zenodo.18058400

Keywords:

Management, Entrepreneurship, Gamifications, Compile, Strategies, Digital

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/Contributions: 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.

References

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Published

2025-12-26 — Updated on 2025-12-26

Versions

How to Cite

Parra Galvez, N., Zarate Vasquez, K. K., Camus Mendoza, L., & Linares-Herrera, M. P. (2025). Management of gamification entrepreneurship to compile and create through digital didactic strategies in students: [e-2512]:https://doi.org/10.5281/zenodo.18058400. GESTIONES, 5(1), [e–2512]: (1. https://doi.org/10.5281/zenodo.18058400