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dc.contributor.authorSánchez Castro, Susana
dc.contributor.authorPascual Sevillano, María Ángeles
dc.date.accessioned2023-02-01T09:39:06Z
dc.date.available2023-02-01T09:39:06Z
dc.date.issued2022-06-27
dc.identifier.citationSánchez Castro, S., & Pascual Sevillano, M. Ángeles. (2022). Eficacia de un juego serio digital para la mejora de la comprensión lectora y el rendimiento académico. Investigaciones Sobre Lectura, 1(17), 40-66. [https://doi.org/10.24310/isl.vi17.14325]es_ES
dc.identifier.urihttps://hdl.handle.net/10481/79517
dc.description.abstractThe Spanish school-age population has improved significantly in reading acquisition in comparison with European partners (PIRLS, 2016). However, it is necessary to implement complementary strategies to classroom work in order to reinforce reading comprehension and increase the level achieved by pupils. In a social and educational context such as the current one, where ICT strategies are undeniably gaining prominence and emerging as an appropriate option for increasing performance and motivation, it is worth considering reinforcing those skills that are most lacking in our educational system by using quality technological resources. The aim of this study was to test the improvement of students’ reading comprehension and to favour an increase in academic performance through training with the digital serious game Leobien. The intervention was carried out during 50 sessions with a sample of 153 primary school students. To measure the impact of the intervention, an initial and final assessment of the acquisition of reading comprehension was carried out, provided by the programme itself, as well as the recording of academic grades. The results show an increase in the sub-subject of reading comprehension assessed through the platform, as well as an improvement in academic grades, especially in English, Mathematics, and Spanish Language and Literature. The number of sessions and the strategy of use provide concrete guidelines for success for schools.es_ES
dc.description.sponsorshipTeaching & Curriculum Groupes_ES
dc.language.isoenges_ES
dc.publisherUniversidad de Granadaes_ES
dc.rightsAtribución-NoComercial-CompartirIgual 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.subjectComprehensiones_ES
dc.subjectReading es_ES
dc.subjectICTes_ES
dc.subjectEducational softwarees_ES
dc.subjectEducational innovationes_ES
dc.subjectComprensiónes_ES
dc.subjectLectura es_ES
dc.subjectTecnologías de la información y de la comunicaciónes_ES
dc.subjectSoftware educativoes_ES
dc.subjectInnovación educativaes_ES
dc.titleEffectiveness of a Digital Serious Game in Improving Reading Comprehension and Academic Performancees_ES
dc.title.alternativeEficacia de un juego serio digital para la mejora de la comprensión lectora y el rendimiento académicoes_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.24310/isl.vi17.14325
dc.type.hasVersionVoRes_ES


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