Gamificación en el aula: una estrategia pedagógica para mejorar la comprensión lectora en estudiantes del grado Noveno de la Institución Educativa Toribío - Cauca.
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En la elaboración de este proyecto de investigación, se consideró la problemática central que aborda las dificultades de los estudiantes del noveno grado de la Institución Educativa Toribio. Éste grupo está compuesto por veintisiete estudiantes con edades entre catorce y dieciséis años, quienes enfrentan desafíos en relación con la comprensión lectora. El objetivo general del proyecto fue mejorar la comprensión lectora, mediante la aplicación de una estrategia pedagógica con mediación de a gamificación, esto con el fin de abordar la problemática mencionada. Para llevar a cabo este estudio, se implementó la gamificación bajo la estrategia titulada "Desarrollando la lectura". El enfoque fue involucrar a los estudiantes en un entorno de aprendizaje interactivo y atractivo. En cuanto a la metodología, se optó por un enfoque cualitativo, específicamente la investigación acción, acompañada de un método inductivo. Las técnicas e instrumentos utilizados para recopilar información incluyeronla observación participante, la Matriz de datos y el Taller educativo. Las conclusiones del estudio revelaron mejoras en las habilidades de comprensión lectora, así como un impacto positivo en la motivación de los estudiantes hacia la lectura. La gamificación se identificó como una herramienta eficaz para superar las barreras tradicionales asociadas con la falta de interés en las tareas académicas, convirtiendo el proceso de aprendizaje en una experiencia dinámica y atractiva.
In the elaboration of this research project, the central problem that addresses the difficulties of the ninth grade students of the Toribio Educational Institution was considered. This group is composed of twenty-seven students between the ages of fourteen and sixteen, who face challenges in relation to reading comprehension. The general objective of the project was to improve reading comprehension through the application of a pedagogical strategy mediated by gamification, in order to address the aforementioned problems. To carry out this study, gamification was implemented under the strategy entitled "Developing reading". The approach was to involve students in an interactive and attractive learning environment. In terms of methodology, a qualitative approach was chosen, specifically action research, accompanied by an inductive method. The techniques and instruments used to collect information included participant observation, the Data Matrix and the Educational Workshop. The findings of the study revealed improvements in reading comprehension skills, as well as a positive impact on students' motivation towards reading. Gamification was identified as an effective tool to overcome traditional barriers associated with lack of interest in academic tasks, turning the learning process into a dynamic and engaging experience.
In the elaboration of this research project, the central problem that addresses the difficulties of the ninth grade students of the Toribio Educational Institution was considered. This group is composed of twenty-seven students between the ages of fourteen and sixteen, who face challenges in relation to reading comprehension. The general objective of the project was to improve reading comprehension through the application of a pedagogical strategy mediated by gamification, in order to address the aforementioned problems. To carry out this study, gamification was implemented under the strategy entitled "Developing reading". The approach was to involve students in an interactive and attractive learning environment. In terms of methodology, a qualitative approach was chosen, specifically action research, accompanied by an inductive method. The techniques and instruments used to collect information included participant observation, the Data Matrix and the Educational Workshop. The findings of the study revealed improvements in reading comprehension skills, as well as a positive impact on students' motivation towards reading. Gamification was identified as an effective tool to overcome traditional barriers associated with lack of interest in academic tasks, turning the learning process into a dynamic and engaging experience.