La gamificación como recurso didáctico para fortalecer la competencia lee en estudiantes de educación secundaria
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Date
2025
Journal Title
Journal ISSN
Volume Title
Publisher
Escuela de Educación Superior Pedagógica Pública Monterrico
Abstract
El presente estudio tuvo como finalidad analizar el uso de la gamificación como recurso didáctico para fortalecer la competencia "Lee diversos tipos de textos escritos en su lengua materna" en estudiantes de educación secundaria. Para ello, se desarrolló una investigación de enfoque cualitativo con diseño documental, basada en la revisión y análisis de fuentes teóricas, normativas y experiencias previas vinculadas al tema. Se identificaron los elementos fundamentales de la gamificación: componentes, mecánicas y dinámicas y se investigó sobre su aplicación en contextos educativos, valorando su potencial para motivar la participación activa del estudiantado y cómo mejoró la comprensión lectora en el nivel literal, inferencial y crítico. Asimismo, se analizó la competencia lectora desde el enfoque del currículo nacional peruano, estableciendo relaciones entre los procesos cognitivos implicados y las estrategias que promueve la gamificación. Como resultado, se sistematizó información clave que respalda el uso de esta estrategia lúdica como alternativa pedagógica innovadora. Se concluye que la gamificación constituye un recurso pertinente y eficaz para desarrollar la competencia lectora, ya que estimula el interés por la lectura, promueve el aprendizaje significativo y favorece el desarrollo de habilidades lectoras de manera creativa y contextualizada.
This study aimed to analyze the use of gamification as a didactic resource to strengthen the competency "Reads various types of written texts in their mother tongue" among secondary education students. A qualitative research approach was employed, using a documentary design based on the review and analysis of theoretical, normative, and experiential sources related to the topic. The study identified the core elements of gamification—components, mechanics, and dynamics—and explored their application in educational settings, assessing their potential to encourage active student engagement and enhance reading comprehension at the literal, inferential, and critical levels. Additionally, the reading competency was examined from the perspective of the Peruvian national curriculum, drawing connections between cognitive processes and the strategies promoted by gamified learning. As a result, key information was systematized to support gamification as an innovative pedagogical strategy. It is concluded that gamification is a relevant and effective tool for developing reading competency, as it fosters reading interest, promotes meaningful learning, and supports the development of reading skills in a creative and contextualized manner.
This study aimed to analyze the use of gamification as a didactic resource to strengthen the competency "Reads various types of written texts in their mother tongue" among secondary education students. A qualitative research approach was employed, using a documentary design based on the review and analysis of theoretical, normative, and experiential sources related to the topic. The study identified the core elements of gamification—components, mechanics, and dynamics—and explored their application in educational settings, assessing their potential to encourage active student engagement and enhance reading comprehension at the literal, inferential, and critical levels. Additionally, the reading competency was examined from the perspective of the Peruvian national curriculum, drawing connections between cognitive processes and the strategies promoted by gamified learning. As a result, key information was systematized to support gamification as an innovative pedagogical strategy. It is concluded that gamification is a relevant and effective tool for developing reading competency, as it fosters reading interest, promotes meaningful learning, and supports the development of reading skills in a creative and contextualized manner.
Description
Trabajo de investigación para optar el grado académico de Bachiller en Educación.
Keywords
Recursos didácticos, Gamificación, Competencia lectora, Comprensión lectora, Educación secundaria, Enfoque cualitativo