Gamificación como estrategia para mejorar la comprensión lectora en los estudiantes de secundaria en una Institución Educativa, Huaraz, 2025
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Instituto de Educación Superior Pedagógico Público "Huaraz"
Abstract
El objetivo fundamental de esta investigación fue evaluar la influencia del uso de dinámicas de juego (gamificación) para optimizar la comprensión lectora en los estudiantes del primer grado de secundaria de la I.E. Fray Martín Milagroso de Tacllán, en el año 2025. Se desarrolló bajo un enfoque experimental, optando por un diseño preexperimental de tipo pretest y postest aplicado exclusivamente a un grupo de trabajo. La población general del estudio la integraron 35 alumnos de educación secundaria, seleccionando intencionalmente a 16 estudiantes del primer año para conformar la muestra. Para la toma de datos, se elaboró una escala de estimación basada en la teoría, la cual evaluó tres capacidades clave: comprensión literal, inferencial y de juicio crítico. Esta herramienta se administró individualmente, contó con la aprobación de un equipo de jueces expertos y obtuvo un alto nivel de fiabilidad con un coeficiente $\alpha = 0,856$. Todos los datos recogidos fueron procesados con gráficos, tablas de frecuencias y contrastes de hipótesis estadísticos que facilitaron la interpretación final. La conclusión principal del trabajo señala que el aprendizaje gamificado produce un efecto claro y positivo sobre las competencias lectoras del grupo evaluado. Como evidencia, la prueba de ingreso o pretest mostró que un 24 % de los alumnos iniciaba en el nivel Inicio y un 71 % en Proceso; no obstante, al finalizar el programa gamificado, el examen postest reveló que un 53 % avanzó hasta el nivel Logrado y un 47 % llegó a la categoría de Destacado.
The objective of this research is to determine the influence of gamification as a strategy to improve reading comprehension in first-year secondary school students at the Fray Martín Milagroso educational institution, Tacllán, 2025. The experimental method was used. The design was pre-experimental. The population consisted of 35 secondary school students from the Fray Martín Milagroso Educational Institution, Tacllán; while the sample consisted of 16 first-grade students. The reading comprehension assessment scale was developed based on the theoretical framework; it has three dimensions: literal, inferential, and critical. It was administered individually, validated by specialist teachers, and achieved a reliability of α = 0.856. Was obtained. Based on the data obtained, frequency tables were used as analysis methods to disaggregate categories and frequencies, graphs to observe the characteristics of the data or variables, statistics, frequency distribution and the hypothesis test. The main conclusion is that, according to the results obtained, the use of gamification directly influences the improvement of reading comprehension in first-year secondary school students at I.E. Fray Martín Milagroso, Tacllán. The results showed that of the 16 students, representing 100% of the study sample, 24% were at the Beginning level and 71% at the Developing level. In the post-test, 53% were at the Proficient level and 47% at the Advanced level.
The objective of this research is to determine the influence of gamification as a strategy to improve reading comprehension in first-year secondary school students at the Fray Martín Milagroso educational institution, Tacllán, 2025. The experimental method was used. The design was pre-experimental. The population consisted of 35 secondary school students from the Fray Martín Milagroso Educational Institution, Tacllán; while the sample consisted of 16 first-grade students. The reading comprehension assessment scale was developed based on the theoretical framework; it has three dimensions: literal, inferential, and critical. It was administered individually, validated by specialist teachers, and achieved a reliability of α = 0.856. Was obtained. Based on the data obtained, frequency tables were used as analysis methods to disaggregate categories and frequencies, graphs to observe the characteristics of the data or variables, statistics, frequency distribution and the hypothesis test. The main conclusion is that, according to the results obtained, the use of gamification directly influences the improvement of reading comprehension in first-year secondary school students at I.E. Fray Martín Milagroso, Tacllán. The results showed that of the 16 students, representing 100% of the study sample, 24% were at the Beginning level and 71% at the Developing level. In the post-test, 53% were at the Proficient level and 47% at the Advanced level.
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