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Effectiveness of gamification and game-based learning in Spanish adolescents with dyslexia: A longitudinal quasi-experimental research
dc.contributor.author | Rodríguez Ferrer, José Miguel | |
dc.contributor.author | Manzano León, Ana | |
dc.contributor.author | Aguilar Parra, José Manuel | |
dc.contributor.author | Cangas Díaz, Adolfo Javier | |
dc.date.accessioned | 2024-10-02T13:50:17Z | |
dc.date.available | 2024-10-02T13:50:17Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | Rodríguez-Ferrer, J. M., Manzano-León, A., Aguilar-Parra, J. M. y Cangas, A. (2023). Effectiveness of gamification and game-based learning in Spanish adolescents with dyslexia: A longitudinal quasi-experimental research. Research in Develoipmental Disabilities, 104603. https://doi.org/10.1016/j.ridd.2023.104603 | es_ES |
dc.identifier.issn | 0891-4222 | |
dc.identifier.uri | http://hdl.handle.net/10835/17359 | |
dc.description.abstract | Background: Gamification and game-based learning can provide motivating learning opportunities. The scientific literature suggests that these play strategies could be supportive tools for the learning of students with diagnosed dyslexia. Aims: This study compares the effectiveness of an educational gamification and game-based learning (GBL) methodology versus a transmissive methodology for the improvement of reading processes and academic performance in the subject of Spanish Language and Literature in Spanish high school students with dyslexia. Methods and Procedures: Longitudinal quasi-experimental research was conducted with control and experimental groups. Ninety students with a mean age of 14.22 years (SD = 0.95) participated in the study. The assessment instruments used were the PROLEC-SE reading process assessment battery and academic performance through subject grades. The intervention with the experimental group consisted of gamification and GBL of 15 one-hour sessions in which students’ oral and written skills were worked with playful learning strategies. Outcomes and Results: The results indicate that the experimental group had statistically significant improvement in their reading skills (η2g = 0.616) and academic performance, albeit less in pseudoword speed, compared to the control group (η2g = 0.197). Conclusion and Implications: The study highlights the usefulness of gamification and GBL as practical tools for meaningful learning in students with dyslexia. | es_ES |
dc.language.iso | en | es_ES |
dc.publisher | Research in Developmental Disabilities | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Game-Based Learning | es_ES |
dc.subject | Dyslexia | es_ES |
dc.subject | High school | es_ES |
dc.subject | Reading assessment | es_ES |
dc.title | Effectiveness of gamification and game-based learning in Spanish adolescents with dyslexia: A longitudinal quasi-experimental research | es_ES |
dc.type | info:eu-repo/semantics/article | es_ES |
dc.relation.publisherversion | https://www.sciencedirect.com/science/article/pii/S0891422223001816?via%3Dihub | es_ES |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es_ES |
dc.identifier.doi | https://doi.org/10.1016/j.ridd.2023.104603 |