
The study analyzes the management of gamification entrepreneurship to compile and create digital didactics in the creative thinking and digital competencies of university students. Objective: To determine how the Management of gamification entrepreneurship to compile and create through digital didactic strategies influences students at a Peruvian university. Methodology: The approach was quantitative-descriptive, with a purposive sample of 147 surveyed university students. Results: The compiled findings show that more than 60% of the students agreed with the integration of gamifications and digital competencies in their learning. Conclusion/Contribution: The study provides evidence to strengthen teacher training in digital competencies and active methodologies. The management of gamification entrepreneurship through compilations represents an opportunity to transform Peruvian higher education.
Management, Entrepreneurship, Gamifications, Compile, Strategies, Digital.
Management, Entrepreneurship, Gamifications, Compile, Strategies, Digital.
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