dc.contributorTecnologico de Monterrey
dc.contributorhttps://ror.org/03ayjn504
dc.creatorLeal Uhlig, Emilia Fernanda
dc.creatorGarza León, Carolina
dc.creatorCruz Vargas, Xóchitl
dc.creatorHernández Franco, Sheila
dc.creatorPortuguez Castro, May Iliana
dc.date.accessioned2023-05-31T23:53:54Z
dc.date.accessioned2023-07-19T19:07:59Z
dc.date.available2023-05-31T23:53:54Z
dc.date.available2023-07-19T19:07:59Z
dc.date.created2023-05-31T23:53:54Z
dc.date.issued2023-04-24
dc.identifierLeal Uhlig, E.,Garza León, C., Cruz Vargas, X.,Hernández Franco, S., Portuguez Castro, M.(2023). Lëttëra Web Platform: A Game-Based Learning Approach with the Use of Technology for Reading Competence. Frontiers in Education, 8, 1-20. https://doi.org/10.3389/feduc.2023.1180283
dc.identifier2504-284X
dc.identifierhttps://doi.org/10.3389/feduc.2023.1180283
dc.identifierhttps://hdl.handle.net/11285/650771
dc.identifierFrontiers in Education
dc.identifierhttp://orcid.org/0000-0001-7531-6956
dc.identifier8
dc.identifier1
dc.identifier13
dc.identifier864326
dc.identifierhttps://www.scopus.com/authid/detail.uri?authorId=57203540099
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/7715583
dc.description.abstractIntroduction: This study explores the potential of technology, metacognition, and game-based learning to improve reading literacy in upper secondary school students. The focus is on the Lëttëra educational innovation, a web-based platform that uses game-based learning and technology to develop reading literacy. Methods: This is a quantitative, exploratory, descriptive, and quasi-experimental study that reviewed 149 responses from high school students who took the standardized test Planea 2017. The study aimed to analyze whether using the Lëttëra platform brought a change in the students’ reading competence. The authors also examined students’ motivation toward technology, the platform interface, and the game. The data was analyzed both descriptively and inferentially. Results: The results showed that using the Lëttëra platform significantly improved students’ competencies in literary text, information construction, and argumentative text. It also increased their motivation toward the proposed activities. Discussion: This study demonstrates that integrating technology and game-based learning into reading instruction can lead to improved reading competencies and increased motivation among students. These findings are useful for educators, curriculum developers, and policymakers who aim to enhance reading instruction by integrating technology into their teaching practices. Conclusion: Overall, this study highlights the potential of technology and game-based learning to improve reading literacy in upper secondary school students. The Lëttëra platform provides a promising approach for enhancing reading instruction, and its integration into teaching practices can benefit students, educators, and policymakers alike.
dc.languageeng
dc.publisherFrontiers
dc.relationpublishedVersion
dc.relationhttps://www.frontiersin.org/articles/10.3389/feduc.2023.1180283/full
dc.relationNovus grant, Institute for the Future of Education, Tecnologico de Monterrey, Mexico
dc.relationWriting Lab, Institute for the Future of Education, Tecnologico de Monterrey
dc.rightshttp://creativecommons.org/licenses/by/4.0
dc.rightsopenAccess
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOS
dc.titleLëttëra web platform:A game-based learning approach with the use of technology for reading competence
dc.typeArtículo/Article


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