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The Impact of Gamification on Reading Comprehension: Transforming Literacy Skills Among High School Students in Puyo, Ecuador

2025 , Moyano Barahona, Álvaro , Espinosa Pinos, Carlos Alberto , Amaluisa Rendón, Paulina Magally

This research investigates the impact of gamification on reading comprehension among high school students in Puyo and Pastaza, Ecuador, where traditional methods face challenges compounded by limited technology access, COVID-19 disruptions, and specific community needs. Addressing the inadequacy of traditional approaches, the study explores gamification's potential to improve literacy skills. Employing a quantitative approach, the study involved 100 students divided into experimental and control groups. The experimental group received a gamified intervention using digital tools like Genially, while the control group followed traditional teaching methods. Reading comprehension was assessed using the PROLEC test, evaluating multiple dimensions of reading ability. The experimental group demonstrated significant improvements in reading comprehension, particularly in lexical selection, semantic categorization, and expository comprehension (p < 0.001). Student surveys confirmed increased engagement and motivation through gamification. The findings highlight the positive influence of digital gamification on reading development and critical thinking skills. Gamification positively impacts student engagement and academic performance in reading comprehension, offering an effective and replicable strategy for similar educational settings. However, the study underscores the necessity of robust technological infrastructure and adequate training for educators and students to fully leverage these strategies, ensuring improved literacy skills within challenging environments and addressing existing gaps in public education.

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ICT-Based Game: An Alternative to Promote Healthy Eating in Ecuadorian Children Using User-Centred Design

2025 , Amaluisa Rendón, Paulina Magally , Núñez Torres, María Giovanna , Aguayza Mendieta, Carlos

Inadequate nutrition in Ecuadorian children leads to various physical, cognitive, and biological issues. However, the use of information and communication technologies (ICT) has become established in raising awareness and promoting beneficial eating behaviours. This research, conducted at the Indo-America Educational Unit during the 2022-2023 academic year in Ambato, Ecuador, aimed to compare the effectiveness of a guide text versus a didactic game in enhancing knowledge about healthy eating among fifth-grade students in Natural Sciences. The study involved 87 fifth-grade students, divided into two groups: Group 1, consisting of 42 students, and Group 2, consisting of 45 students. The teacher of Group 1 used traditional methods (reading and writing from the text), while the teacher of Group 2 employed a game called Flavour Puzzle. Statistical analysis revealed significant improvements in knowledge and motivation for students using the game-based method. Specifically, students in Group 2 showed a 26% greater improvement in knowledge levels compared to those in Group 1, and their motivation levels were nearly three times higher (89% vs. 30%). The results indicate that the game-based method has a clear comparative advantage over traditional text-based instruction, as it not only facilitated teaching but also enhanced socialization and engagement among students. Technological resources like Flavour Puzzle are more engaging for students and should be utilized as both recreational and educational tools in teaching Natural Sciences at the school level.