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dc.contributor.authorRodríguez Ferrer, José Miguel
dc.contributor.authorManzano León, Ana 
dc.contributor.authorAguilar Parra, José Manuel 
dc.contributor.authorCangas Díaz, Adolfo Javier 
dc.date.accessioned2024-10-02T13:50:17Z
dc.date.available2024-10-02T13:50:17Z
dc.date.issued2023
dc.identifier.citationRodríguez-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.2023.104603es_ES
dc.identifier.issn0891-4222
dc.identifier.urihttp://hdl.handle.net/10835/17359
dc.description.abstractBackground: 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.isoenes_ES
dc.publisherResearch in Developmental Disabilitieses_ES
dc.subjectGamificationes_ES
dc.subjectGame-Based Learninges_ES
dc.subjectDyslexiaes_ES
dc.subjectHigh schooles_ES
dc.subjectReading assessmentes_ES
dc.titleEffectiveness of gamification and game-based learning in Spanish adolescents with dyslexia: A longitudinal quasi-experimental researches_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S0891422223001816?via%3Dihubes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doihttps://doi.org/10.1016/j.ridd.2023.104603


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