Ana Manzano-León, José Miguel Rodríguez-Ferrer, José Manuel Aguilar-Parra, Juan Miguel Fernández-Campoy, Rubén Trigueros, Ana María Martínez-Martínez
{"title":"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","authors":"Ana Manzano-León, José Miguel Rodríguez-Ferrer, José Manuel Aguilar-Parra, Juan Miguel Fernández-Campoy, Rubén Trigueros, Ana María Martínez-Martínez","doi":"10.1016/j.psicod.2021.07.001","DOIUrl":null,"url":null,"abstract":"<div><p>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 (<em>M</em> <!-->=<!--> <!-->14.42, <em>SD</em> <!-->=<!--> <!-->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.</p></div>","PeriodicalId":46733,"journal":{"name":"Revista De Psicodidactica","volume":"27 1","pages":"Pages 38-46"},"PeriodicalIF":3.8000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Juega y aprende: influencia de la gamificación y aprendizaje basado en juego en los procesos lectores de alumnado de secundaria\",\"authors\":\"Ana Manzano-León, José Miguel Rodríguez-Ferrer, José Manuel Aguilar-Parra, Juan Miguel Fernández-Campoy, Rubén Trigueros, Ana María Martínez-Martínez\",\"doi\":\"10.1016/j.psicod.2021.07.001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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 (<em>M</em> <!-->=<!--> <!-->14.42, <em>SD</em> <!-->=<!--> <!-->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.</p></div>\",\"PeriodicalId\":46733,\"journal\":{\"name\":\"Revista De Psicodidactica\",\"volume\":\"27 1\",\"pages\":\"Pages 38-46\"},\"PeriodicalIF\":3.8000,\"publicationDate\":\"2022-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Revista De Psicodidactica\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1136103421000678\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista De Psicodidactica","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1136103421000678","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Juega y aprende: influencia de la gamificación y aprendizaje basado en juego en los procesos lectores de alumnado de secundaria
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.