Juega y aprende: influencia de la gamificación y aprendizaje basado en juego en los procesos lectores de alumnado de secundaria

IF 3.8 1区 心理学 Q1 EDUCATION & EDUCATIONAL RESEARCH Revista De Psicodidactica Pub Date : 2022-01-01 DOI:10.1016/j.psicod.2021.07.001
Ana Manzano-León, José Miguel Rodríguez-Ferrer, José Manuel Aguilar-Parra, Juan Miguel Fernández-Campoy, Rubén Trigueros, Ana María Martínez-Martínez
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引用次数: 4

Abstract

The present study aims to evaluate the effectiveness of an educational gamification program in the reading processes of secondary school students. A quasi-experimental design of comparison between groups with pretest and posttest measurements was carried out with a sample of 271 students (M = 14.42, SD = 0.72). The evaluation battery of the PROLEC-SE reading processes is used. The intervention program consists of 7 or 15 sessions of one hour, and the results of two experimental groups and a control group are compared. The results indicate that, compared to the control group, the experimental groups significantly improve their score in reading processes. The implications of the results obtained, the limitations of the study and some recommendations for future research are discussed and analyzed.

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游戏与学习:游戏化和基于游戏的学习对中学生阅读过程的影响
本研究旨在评估教育游戏化计划在中学生阅读过程中的效果。采用准实验设计,对271名学生进行前测和后测比较(M = 14.42, SD = 0.72)。使用prolece - se读取过程的评估电池。干预方案包括7或15次,每次1小时,比较两个实验组和一个对照组的结果。结果表明,与对照组相比,实验组在阅读过程中的得分显著提高。讨论和分析了所得结果的意义、研究的局限性以及对未来研究的一些建议。
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来源期刊
CiteScore
6.60
自引率
5.60%
发文量
18
审稿时长
35 days
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