La gamificación y el aprendizaje de la lectoescritura en los estudiantes de Tercer Año de Educación Básica de la Escuela de Educación Básica “Sergio Quirola”
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Date
2024-07-01
Journal Title
Journal ISSN
Volume Title
Publisher
Carrera de Psicopedagogía
Abstract
LECTOESCRITURA
Description
The study focused on the uses of gamification for learning to read and write with a sample of 60 third-year students of basic general education from the "Sergio Quirola" Basic Education School, as a response to the need to innovate traditional teaching methods and increase motivation to achieve academic success. The general objective; consisted of; To analyze how gamification affects the learning of reading and writing in students, the method used was a mixed, pre-experimental procedure, using a Pre-Test and Post-Test design, in addition, a structured questionnaire was applied to diagnose the use of gamification and the TALE test to measure the level of reading and writing.
For the development of the proposal, tools such as Kahoot and Educaplay were used, at the end of this procedure the TAM model was applied, to determine the level of technological acceptance of the tools used, the final results showed a revealing improvement in reading and writing skills with an increase in pre-test scores in comparison, with the post-test ones. Concluding that gamification is an effective strategy that increases the interest and participation of students during learning, thus increasing retention and comprehension of content, therefore, the integration of these technological tools in the preparation of courses is recommended to change the way they are taught, and make them more effective and interesting. The continuous training of teachers in the use of these technologies is conclusive to maximize their benefits and adapt them to their needs
Keywords
GAMIFICACIÓN, HERRAMIENTAS, KAHOOT, LECTOESCRITURA