Comprensión lectora: estrategias lúdicas para mejorar el nivel crítico en el noveno de EGB
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Abstract
This research focuses on ludic strategies to intervene in the reading comprehension process of students at the critical level of the ninth grade of high school. This research is born from several experiences of educational intervention carried out during professional training (practicum). As pre – service teachers, We went through several educational contexts, where we evidenced students´ low level of reading comprehension, at the time when they should have had developed this skill in previous years. For this reason, it is intended to implement strategies to develop this skill and captivate the attention of students, generating an optimal learning environment in the classroom. This problem was approached through participant action research, where we were able to be involved in the events and changes that occurred during the intervention, analyzing the situation closely and proposing improvements. The instruments and techniques applied in this research were the observation logs, interviews, surveys, pre – test and posttest throughout the process of collection of information from the students. The tests and surveys were intended to establish a starting point for the implementation of strategies. These seek to generate in the student the desire to learn, creating products which match their tastes and in the educational context. Also, we cover different ways to learn and share knowledge in the classroom. Therefore, this work, through ludic strategies, seeks to improve public speaking skills, group work, creativity, companionship, socialization, etc., allowing the involvement and active participation of students in learning processes. The teaching methodologies applied in the intervention are aimed at integral learning, establishing an active and participatory environment. Thus, the present research shows the changes that arise from the implementation of playful strategies in the field of reading comprehension, in turn motivate students and involve the game in the learning processes.
