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Gamified Proposal to Stimulate Reading in Primary School Students
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Gamified Proposal to Stimulate Reading in Primary School Students
Journal
Lecture Notes in Networks and Systems
Date Issued
2024
Author(s)
Arias Flores, Hugo Patricio
Centro de investigación en Mecatrónica y Sistemas Interactivos
Montenegro B.
Zapata M.
Type
Conference Paper
DOI
10.1007/978-981-99-3043-2_59
URL
https://cris.indoamerica.edu.ec/handle/123456789/8191
Abstract
The lack of motivation and interest in reading in students is a fundamental problem since the minimum levels of reading competence for their age and educational level are not being reached. This research was developed with the aim of identifying motivation problems and using gamification as a pedagogical strategy to encourage reading in students. The study had a quantitative and descriptive approach that involved 30 students. Data were collected through the survey technique. The results of the research showed that reading demotivation is due to the lack of support at home, boredom and low reading comprehension that results from the use of traditional resources such as books that fail to capture and maintain the attention and interest of students. In addition, it was identified that the students present as main reading difficulties: problems of recognition of compound phonemes, lack of reading habit and motivation, as well as the deficit of reading comprehension, so it was necessary to implement a virtual strategy based on gamification through the digital tools Genially and Classflow. With the development of the research, it is concluded that the use of gamification as a pedagogical tool allows to motivate the reading of children, since its interactive elements and rewards create a stimulating and pleasant atmosphere that generates a positive impact on the performance of the student body. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
Subjects
DFT; Energy gap; Grap...
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4
Acquisition Date
Nov 20, 2024
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