Mediación didáctica de la gamificación para el fortalecimiento de la comprensión lectora

The research is carried out at Jorge Robledo Ortiz District Educational Institution, in Barranquilla, where students have difficulties in reading comprehension, To approach, this issue, a proposal based on the didactic mediation of gamification was designed to strengthen reading comprehension at the...

Full description

Autores:
Candanoza Caro, Liliana Isabel
Segovia Beltran, Yuris Esther
Tipo de recurso:
Fecha de publicación:
2022
Institución:
Corporación Universidad de la Costa
Repositorio:
REDICUC - Repositorio CUC
Idioma:
spa
OAI Identifier:
oai:repositorio.cuc.edu.co:11323/9150
Acceso en línea:
https://hdl.handle.net/11323/9150
https://repositorio.cuc.edu.co/
Palabra clave:
Didactic mediation
Gamification
Reading comprehension
Reading levels
Mediación didáctica
Gamificación
Comprensión lectora
Niveles de lectura
Estrategias didácticas
Rights
openAccess
License
Atribución-NoComercial-CompartirIgual 4.0 Internacional (CC BY-NC-SA 4.0)
Description
Summary:The research is carried out at Jorge Robledo Ortiz District Educational Institution, in Barranquilla, where students have difficulties in reading comprehension, To approach, this issue, a proposal based on the didactic mediation of gamification was designed to strengthen reading comprehension at the inferential level, in addition, the implementation of ICT will be a motivating component that will contribute to improving the reading process in students and academic results. The research is within the Deductive Rationalist approach framed in the Mixed paradigm, through a deductive logical reasoning method, which offers the possibility of uniting its theoretical component with the observation of the problem studied. In the same way, a qualitative component is integrated, expressed in the categorization associated with the content analysis of the documents studied, with a quantitative component focused on the application of statistical processing obtained by applying instruments associated with the research field design. Among the main results, the location of the students in the level of literal reading in terms of reading comprehension stands out, in which the flaw in the process of deduction of ideas is highlighted. The research concludes recognizing the importance of integrating technological didactic processes mediated by gamification in the new educational scenarios, which allow a digital articulation to the pedagogical practice and the achievement of the integral development of the students through the design of game-based proposals.