SciELO - Scientific Electronic Library Online

 
vol.20 issue2Barriers to Classroom Participation: Exploring Critical Incidents through Student VoicesDiscourse analysis and values in literary stories: scenarios for building a culture of peace in sixth grade author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

Related links

  • On index processCited by Google
  • Have no similar articlesSimilars in SciELO
  • On index processSimilars in Google

Share


Sophia

Print version ISSN 1794-8932

Abstract

GUTIERREZ-GONZALEZ, CARLOS; CARO, Luis ALFONSO; ALVAREZ CAMPOS, HAROLD  and  MONTERO CAICEDO, LEIDY LORENA. Gamification as a pedagogical strategy to strengthen critical reading in higher education. sophia [online]. 2024, vol.20, n.2, e1370.  Epub Sep 23, 2024. ISSN 1794-8932.  https://doi.org/10.18634/sophiaj.20v.2i.1370.

This article identifies the factors required for the design and implementation of a pedagogical strategy based on gamification and oriented towards the strengthening of critical reading skills in higher education students. For this purpose, a qualitative research was developed, using focus groups with students and graduates and structured interviews with university professors. The results obtained in this study show a general acceptance of the relevance and scope of ICT-mediated learning environments, in particular, with a gamified strategy that includes experimentation, motivation and learning styles preferred by students. Finally, for the subjects of study it is important to articulate summative and formative evaluation strategies coherent with the training purposes.

Keywords : Gamification; Critical reading; Pedagogical strategy; Digital Educational Resources.

        · abstract in Spanish | Portuguese     · text in Spanish     · Spanish ( pdf )