Skip to main content

Gamification Resources Applied to Reading Comprehension: Projects of Connection with Society Case Study

  • Conference paper
  • First Online:
Advances and Applications in Computer Science, Electronics, and Industrial Engineering (CSEI 2021)

Abstract

This research work focused on the use of gamification resources applied to virtual education, that is, the introduction of virtual resources based on games in the online education of the students of the Juan Léon Mera La Salle Educational Unit. The objective was to determine the use of ICTTAC tools in reading comprehension based on the Theory of the six readings. The methods used were the methodology for the development of ADDIE resources, which consists of providing learning experiences with the design of digital education, a survey was applied as a research technique with a structured questionnaire that served as a pretest to determine the use of web 3.0 tools and finally the Technological Acceptance Model (TAM) that served as a post-test, which allowed to check the level of acceptance of these tools; the reliability of the instruments was performed by means of the Cronbach’s Alpha statistic, which had a reliability result of 0.854. For this research, it was possible to show that the vast majority of students accept this type of resource. In this way, it is concluded that the educational process based on the game improves children’s learning; since they can be used synchronously and asynchronously; Web 3.0 tools such as Kahoot, Educaplay, and Quizizz are very useful since they facilitate the transmission of knowledge in an interactive, collaborative and fun way.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Ramos FJV (2021) Una propuesta para gamificar paso a paso sin olvidar el currículum: modelo Edu-Game. Retos: nuevas tendencias en educación física, deporte y recreación (39):2

    Google Scholar 

  2. Zapata Vega ZM (2019) Estrategias metodológicas de la gamificacion en el aprendizaje [B.S. thesis]. Universidad de Guayaquil. Facultad de Filosofía, Letras y Ciencias de la \(\ldots \)

    Google Scholar 

  3. Rico-Bautista D, Medina-Cardenas Y, Coronel-Rojas LA, Cuesta-Quintero F, Maestre-Gongora G, Guerrero CD (2021) Smart university: key factors for an artificial intelligence adoption model. In: Advances and applications in computer science, electronics and industrial engineering. Springer, Singapore, pp 153–166

    Google Scholar 

  4. Montalvo W, Escobar-Naranjo J, Garcia CA, Garcia MV (2020) Low-cost automation for gravity compensation of robotic arm, vol 10

    Google Scholar 

  5. Caiza G, Saeterosa M, Onate W, Garcia MV (2020) Fog computing at industrial level, architecture, latency, energy, and security: a review, vol 6

    Google Scholar 

  6. Guevara VC (2018) Estrategias de gamificación aplicadas al desarrollo de competencias digitales docentes. Universidad Casa Grande, Departamento de Posgrado

    Google Scholar 

  7. Gerdenitsch C, Sellitsch D, Besser M, Burger S, Stegmann C, Tscheligi M, et al (2020) Work gamification: effects on enjoyment, productivity and the role of leadership 43:100994. https://doi.org/10.1016/j.elerap.2020.100994

  8. Cáceres-Piñaloza KF (2020) Educación virtual: Creando espacios afectivos, de convivencia y aprendizaje en tiempos de COVID-19. CienciAmérica 9(2):38–44

    Article  Google Scholar 

  9. Espín Chuqui DK (2019) Aplicación de una estrategia lúdica para desarrollar las capacidades lectoras en niños de educación básica elemental. Pontificia Universidad Católica del Ecuador

    Google Scholar 

  10. Ministerio de Educacion del Ecuador: Curriculo de niveles de educacion. https://educacion.gob.ec/wp-content/uploads/downloads/2016/08/Curriculov2.pdf

  11. Ministerio de Educacion del Ecuador: TICs Aplicadas. https://educacion.gob.ec/wp-content/uploads/downloads/2013/03/SiProfe-TIC-aplicadas.pdf

  12. Ministerio de Educacon del Ecuador: Concurso de Videojuegos. https://educacion.gob.ec/lanzamiento-del-curso-y-concurso-virtual-de-videojuegos-para-el-aula/

  13. Nogales R, Benalcazar ME, Toalumbo B, Palate A, Martinez R, Vargas J (2021) Construction of a dataset for static and dynamic hand tracking using a non-invasive environment. In: Advances and applications in computer science, electronics and industrial engineering. Springer, Singapore, pp 185–197

    Google Scholar 

  14. Comas Rodríguez R, Simón-Cuevas A, Sánchez Fleitas N, García Lorenzo MM (2020) An ontology-based data management model applied to a real information system. In: Advances and applications in computer science, electronics and industrial engineering. Springer International Publishing, Cham, pp 36–50

    Google Scholar 

  15. Sanchez DR, Langer M, Kaur R (2020) Gamification in the classroom: examining the impact of gamified quizzes on student learning 144. https://doi.org/10.1016/j.compedu.2019.103666

  16. Mullins JK, Sabherwal R (2020) Gamification: a cognitive-emotional view 106:304–314. https://doi.org/10.1016/j.jbusres.2018.09.023

    Article  Google Scholar 

  17. Mishra S, Malhotra G (2021) The gamification of in-game advertising: examining the role of psychological ownership and advertisement intrusiveness 61:102245. https://doi.org/10.1016/j.ijinfomgt.2020.102245

  18. Xi N, Hamari J (2020) Does gamification affect brand engagement and equity? A study in online brand communities 109:449–460. https://doi.org/10.1016/j.jbusres.2019.11.058

    Article  Google Scholar 

  19. Werbach K, Hunter D (2015) The gamification toolkit: dynamics, mechanics, and components for the win. University of Pennsylvania Press

    Google Scholar 

  20. Maliza Manobanda GW (2020) La gamificación y su relación en el aprendizaje [B.S. thesis]. Universidad Técnica de Ambato. Facultad de Ciencias Humanas y de la \(\ldots \)

    Google Scholar 

  21. Holguín RMV (2020) Retos de las universidades latinoamericanas en la educación virtual. Revista Virtual Universidad Católica del Norte 59:1–3

    Article  Google Scholar 

Download references

Acknowledgements

Thanks to the Technical University of Ambato, to the Directorate of Research and Development (DIDE acronym in Spanish) for supporting our research project Development of Web 3.0 Tools in education as support in collaborative learning and being part of the research groups: Research in Language and Education and Marketing Consumption and Society.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Cristina Páez-Quinde .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Páez-Quinde, C., Iza-Pazmiño, S., Morocho-Lara, D., Hernández-Domínguez, P. (2022). Gamification Resources Applied to Reading Comprehension: Projects of Connection with Society Case Study. In: Garcia, M.V., Fernández-Peña, F., Gordón-Gallegos, C. (eds) Advances and Applications in Computer Science, Electronics, and Industrial Engineering. CSEI 2021. Lecture Notes in Networks and Systems, vol 433. Springer, Cham. https://doi.org/10.1007/978-3-030-97719-1_12

Download citation

Publish with us

Policies and ethics