Play and reading process of secondary students in areas of need for social transformation
Abstract
Students belonging to areas of need for social transformation tend to have less academic motivation and develop low expectations regarding their abilities. This research exposes the didactic use of board games through a program that works on lexical, semantic, and syntactic processes. A quantitative pretest-posttest design was carried out where the effectiveness of the program was evaluated with the PROLEC-SE battery. Twenty-seven students from a Spanish center located in areas in need of social transformation participated. The results show that the group benefited from the program, observing statistically significant differences in word and pseudoword reading, word and pseudoword and text speed, image-sentence pairing, punctuation marks, and reading comprehension. It is concluded that game-based learning can be a positive reinforcement for the development of reading processes in students in areas of need for social transformation.
Keywords
Game-based learning, Board games, Adolescence, Reading processes, Sociocultural deprivationReferences
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