Gamification as a pedagogical strategy to strengthen critical reading in higher education

  • Carlos Gutiérrez-González Universidad de La Sabana
  • Luis Alfonso Caro Fundación Universitaria del Área Andina
  • Harold Álvarez Campos Fundación Universitaria del Área Andina
  • Leidy Lorena Montero Caicedo Fundación Universitaria del Área Andina
Keywords: Gamification, Critical reading, Pedagogical strategy, Digital Educational Resources

Abstract

This article identifies the factors required for designing a pedagogical strategy based on gamification and oriented towards strengthening critical reading skills in higher education students. For this purpose, qualitative research was developed, using focus groups with students and graduates and structured interviews with university professors. The results obtained in this study show a general acceptance of the relevance and scope of ICT-mediated learning environments, in particular, with a gamified strategy that includes experimentation, motivation, and learning styles preferred by students. Finally, for the study subjects, it is important to articulate summative and formative evaluation strategies coherent with the training purposes.

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Author Biographies

Carlos Gutiérrez-González, Universidad de La Sabana
Doctor en Comunicación e investigador asociado -  Minciecnias, docente de la Facultad de Comunicación de la Universidad de la Sabana. ORCID: https://orcid.org/0000-0002-0646-4653
Luis Alfonso Caro, Fundación Universitaria del Área Andina
Magíster en Educación. Investigador junior - Minciecnias, Docente de la Facultad de Educación de la Fundación Universitaria del Área Andina. ORCID: https://orcid.org/0000-0002-1613-6776
Harold Álvarez Campos, Fundación Universitaria del Área Andina
Doctor en Tecnología Educacional. Investigador junior - Minciecnias. Docente de la Facultad de Educación de la Fundación Universitaria del Área Andina. ORCID: https://orcid.org/0000-0003-1533-0187
Leidy Lorena Montero Caicedo, Fundación Universitaria del Área Andina
Candidata a doctora en Sistemas y Ambientes Educativos. Docente investigadora de la Facultad de Educación de la Fundación Universitaria del Área Andina. ORCID: https://orcid.org/0000-0003-0076-7271
Published
2024-10-30
How to Cite
Gutiérrez-González, C., Caro, L. A., Álvarez Campos, H., & Montero Caicedo, L. L. (2024). Gamification as a pedagogical strategy to strengthen critical reading in higher education. Sophia, 20(2). https://doi.org/10.18634/sophiaj.20v.2i.1370
Section
Artículos de investigación