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    dc.contributor.authorArias-Flores, Hugo-
    dc.contributor.authorMontenegro, Blanca-
    dc.contributor.authorZapata, Mireya-
    dc.date.accessioned2023-12-11T17:09:29Z-
    dc.date.available2023-12-11T17:09:29Z-
    dc.date.issued2024-
    dc.identifier.urihttps://link.springer.com/chapter/10.1007/978-981-99-3043-2_59-
    dc.identifier.urihttps://repositorio.uti.edu.ec//handle/123456789/6069-
    dc.description.abstractThe 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.es
    dc.language.isoenges
    dc.publisherLecture Notes in Networks and SystemsVolume 695 LNNS, Pages 723 - 7312024 8th International Congress on Information and Communication Technology, ICICT 2023. London. 20 February 2023 through 23 February 2023es
    dc.rightsopenAccesses
    dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
    dc.titleGamified Proposal to Stimulate Reading in Primary School Studentses
    dc.typearticlees
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