Interactive games for meaningful learning in the area of Language and Literature

Verónica Patricia Rosero Rosero, Ember Geovanny Zumba Novay, Ruth Carolina Ibarra Villacrés, Beliza Enriqueta Yumi Chiluiza
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Abstract

Given the need to promote more dynamic and participatory educational strategies, a proposal for interactive games as a pedagogical resource to improve learning around Language and Literature in sixth grade students of Basic Education is proposed. The methodology used consisted in applying surveys and interviewing 57 students and two teachers of an Educational Unit in order to design and carry out a series of educational sessions that incorporated interactive games as an integral part of the teaching-learning process. The main results showed that, although a significant percentage of students (60%) use interactive games for language and literature learning, there is still a considerable proportion (40%) who are not familiar with this type of resource. The use of different interactive resources, such as Wordwall, Arbolabc, Liveworksheets and Jiwsaplanet, varied among students (8%-49%), with some being more popular than others. There is a different perception of teachers (50%-50%) on the level of knowledge to apply interactive games in the classroom, highlighting differences in the evaluation of aspects such as the definition of clear objectives, transformation of learning into a game, proposal of specific challenges, among others. This study concludes that the detailed proposal to improve learning in Language and Literature using interactive games represents an innovative and effective approach to promote meaningful and participatory learning in the classroom.
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在语言和文学领域进行有意义学习的互动游戏
鉴于有必要推广更具活力和参与性的教育战略,我们提出了一项建议,将互动游戏作为一种教学资源,以提高基础教育六年级学生的语言文学学习水平。所采用的方法包括对一个教育单位的 57 名学生和两名教师进行调查和访谈,以便设计和开展一系列教育课程,将互动游戏作为教学过程的一个组成部分。主要结果显示,尽管有相当比例的学生(60%)在语言和文学学习中使用互动游戏,但仍有相当比例的学生(40%)不熟悉这类资源。学生对 Wordwall、Arbolabc、Liveworksheets 和 Jiwsaplanet 等不同互动资源的使用率各不相同(8%-49%),其中有些资源比其他资源更受欢迎。教师(50%-50%)对在课堂上应用互动游戏的知识水平有不同的看法,突出表现在对明确目标的界定、将学习转化为游戏、提出具体挑战等方面的评价差异。本研究的结论是,利用互动游戏改进语言文学学习的详细建议是促进课堂上有意义的参与式学习的一种创新而有效的方法。
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