Abstract
In recent years, gamification in higher education aimed to improve the level of student engagement in learning. The model of education by competencies is no stranger to this pedagogy, which today relies on teacher creativity and student participation. The objective of this research was to analyze how gamification affects the increase in the mastery of information skills in university students. The research approach used is mixed. In the quantitative phase with a quasi-experimental design, the ALFIN-Humass questionnaire was used to measure the perception of competence development (pre and post), showing that there are significant differences between the pretest and post-test of the experimental group in the perception of ALFIN development (t = -4.63; p
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Flores-Bueno, D., Limaymanta, C. H., & Uribe-Tirado, A. (2021). The gamification in the development of information literacy from the perspective of university students. Revista Interamericana de Bibliotecologia, 44(2). https://doi.org/10.17533/UDEA.RIB.V44N2E342687
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