Serviços Personalizados
Journal
Artigo
Indicadores
Citado por SciELO
Acessos
Links relacionados
Similares em
SciELO
Compartilhar
Episteme Koinonía. Revista Electrónica de Ciencias de la Educación, Humanidades, Artes y Bellas Artes
versão On-line ISSN 2665-0282
Resumo
VERASTEGUI-GUTIERREZ, Cosme; DURAN-LLARO, Kony Luby e MUCHA-HOSPINAL, Luis Florencio. Gamification to improve reading processes in regular elementary school students. Episteme Koinonía [online]. 2025, vol.8, n.esp1, pp.4-27. Epub 20-Jun-2025. ISSN 2665-0282. https://doi.org/10.35381/e.k.v7i1.4407.
The main objective of the study was to determine to what extent gamification improves the reading processes of schoolchildren. The methodology used was applied research, with a quantitative approach and a pre-experimental design. Twenty-six first grade students from an educational institution in Otuzco participated in the study. To collect data, the Prolec-r was applied as a pre and post test, which consisted of 104 items distributed in four dimensions. As a result, the average increase in perceptual processes was obtained from 10.58 to 18.31; in lexical processes from 8.19 to 17.62; in syntactic processes from 5.77 to 16.27 and in semantic processes from 2.31 to 15.88. The statistical test obtained as a result t -29.210, a significance of 0.000 and an ANOVA of 0.000 of significance among the dimensions. It was concluded that the gamification program significantly improves the reading processes of first grade students.
Palavras-chave : Process; reading; perception; syntax; semantics..












