La gamificación para fortalecer la lectoescritura de los alumnos de segundo grado de UEMIB Pueblo Kisapincha.
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Abstract
The present research entitled "Gamification to strengthen the literacy process in second grade students of the UEMIB Pueblo Kisapincha" was conducted in the community of Quisapincha, belonging to the canton of Ambato, province of Tungurahua. The main objective was to propose strategies based on gamification to strengthen the reading and writing processes of the second-grade students of the Intercultural Bilingual Millennium Educational Unit Pueblo Kisapincha. During the development of the research, certain weaknesses in the students' literacy learning were identified, which prompted the design and planning of specific activities according to the students' needs. Based on this situation, the following research question is posed How can gamification help strengthen the literacy processes of second year students in (FCAP)? To answer this question, an action research (AR) methodological process with a qualitative approach was used. For the collection of information, different research techniques were used, such as participant observation, interviews and an evaluation test, in order to analyze and reflect on the progress of the students' knowledge at the beginning and at the end of the proposed intervention. It is concluded that the implementation of gamification within the proposal was an effective tool to strengthen the teaching of reading and writing, adapting the gamified pedagogical components with the pedagogical model of Intercultural Bilingual Education (EIB).