Gamification Resources Applied to Reading Comprehension: Projects of Connection with Society Case Study
Abstract:
This research work focused on the use of gamification resources applied to virtual education, that is, the introduction of virtual resources based on games in the online education of the students of the Juan Léon Mera La Salle Educational Unit. The objective was to determine the use of ICTTAC tools in reading comprehension based on the Theory of the six readings. The methods used were the methodology for the development of ADDIE resources, which consists of providing learning experiences with the design of digital education, a survey was applied as a research technique with a structured questionnaire that served as a pretest to determine the use of web 3.0 tools and finally the Technological Acceptance Model (TAM) that served as a post-test, which allowed to check the level of acceptance of these tools; the reliability of the instruments was performed by means of the Cronbach’s Alpha statistic, which had a reliability result of 0.854. For this research, it was possible to show that the vast majority of students accept this type of resource. In this way, it is concluded that the educational process based on the game improves children’s learning; since they can be used synchronously and asynchronously; Web 3.0 tools such as Kahoot, Educaplay, and Quizizz are very useful since they facilitate the transmission of knowledge in an interactive, collaborative and fun way.
Año de publicación:
2022
Keywords:
- web 3.0 tools
- Gamification
- Virtual Education
- Learning and Knowledge Technologies (TAC)
- READING COMPREHENSION
Fuente:
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Tipo de documento:
Conference Object
Estado:
Acceso restringido
Áreas de conocimiento:
- Tecnología educativa
- Pedagogía
Áreas temáticas:
- Funcionamiento de bibliotecas y archivos
- Dirección general
- Interacción social