Análisis del impacto de Quizalize en el rendimiento en tareas de contestación a preguntas y en el aprendizaje de estudiantes de secundaria con diferentes niveles de comprensión lectora en inglés como segunda lengua (ESL)
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Pontificia Universidad Católica del Perú
Acceso al texto completo solo para la Comunidad PUCP
Resumen
La investigación analiza el impacto de Quizalize, una herramienta de
gamificación, en la comprensión lectora y aprendizaje de estudiantes de
educación secundaria con diferentes niveles de competencia en inglés como
segunda lengua (English as a Second Language). El estudio surge ante las
brechas de rendimiento entre estudiantes con niveles altos y bajos de
comprensión lectora y la necesidad de estrategias que optimicen el aprendizaje.
Utilizando un enfoque cuantitativo y diseño cuasiexperimental, se compara el
rendimiento en tareas de contestación a preguntas, clasificadas según su carga
inferencial, basándose en Cerdán et al. (2009), el modelo MD-TRACE de Rouet
y Britt (2011) y teorías de gamificación, entre un grupo experimental y un grupo
control.
El estudio comprende cuatro fases: fase preexperimental con pretest para
establecer el nivel inicial; fase experimental donde el grupo experimental utiliza
Quizalize con retroalimentación inmediata y elementos gamificados y el grupo
control realiza las mismas tareas en papel sin retroalimentación; fase de
aprendizaje dos días después para evaluar la retención; y fase postexperimental
con postest para contrastar resultados.
Los resultados muestran que Quizalize beneficia especialmente a
estudiantes con bajo nivel de comprensión lectora, quienes mejoraron su
rendimiento en la fase postexperimental, posiblemente por la retroalimentación
inmediata y la interacción con el contenido. En contraste, los estudiantes de alto
rendimiento no mostraron diferencias significativas. Los hallazgos sugieren que
Quizalize contribuye a reducir brechas de rendimiento y que su retroalimentación
e interacción gamificada podrían favorecer una enseñanza más adaptada a las
necesidades del estudiante, especialmente en casos de bajo rendimiento.
This research analyzes the impact of Quizalize, a gamified learning tool, on the reading comprehension and learning of secondary school students with different levels of competence in English as a Second Language (ESL). The research arises from performance gaps between students with high and low levels of reading comprehension, and the need for strategies that optimize learning. Using a quantitative approach and a quasi-experimental design, the study compares performance in question-answering tasks classified by inferential load, based on the work of Cerdán et al. (2009), the MD-TRACE model by Rouet and Britt (2011), and gamification theories, between an experimental group and a control group. The study consists of four phases: a pre-experimental phase with a pretest to establish the initial level; an experimental phase in which the experimental group uses Quizalize with immediate feedback and gamified elements, while the control group completes the same tasks on paper without feedback; a learning phase two days later to evaluate retention; and a post-experimental phase with a posttest to compare results. The results show that Quizalize particularly benefits students with low reading comprehension, who improved their performance in the posttest phase, possibly due to the immediate feedback and increased interaction with the content. In contrast, high-performing students did not show significant differences between methods. The findings suggest that Quizalize helps reduce performance gaps and that its feedback and gamified interaction may support a more tailored approach to students' needs, especially in cases of lower reading proficiency.
This research analyzes the impact of Quizalize, a gamified learning tool, on the reading comprehension and learning of secondary school students with different levels of competence in English as a Second Language (ESL). The research arises from performance gaps between students with high and low levels of reading comprehension, and the need for strategies that optimize learning. Using a quantitative approach and a quasi-experimental design, the study compares performance in question-answering tasks classified by inferential load, based on the work of Cerdán et al. (2009), the MD-TRACE model by Rouet and Britt (2011), and gamification theories, between an experimental group and a control group. The study consists of four phases: a pre-experimental phase with a pretest to establish the initial level; an experimental phase in which the experimental group uses Quizalize with immediate feedback and gamified elements, while the control group completes the same tasks on paper without feedback; a learning phase two days later to evaluate retention; and a post-experimental phase with a posttest to compare results. The results show that Quizalize particularly benefits students with low reading comprehension, who improved their performance in the posttest phase, possibly due to the immediate feedback and increased interaction with the content. In contrast, high-performing students did not show significant differences between methods. The findings suggest that Quizalize helps reduce performance gaps and that its feedback and gamified interaction may support a more tailored approach to students' needs, especially in cases of lower reading proficiency.
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Juegos educativos, Tecnología educativa, Enseñanza con ayuda de computadoras, Inglés--Estudio y enseñanza (Secundaria), Comprensión de lectura
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