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The general objective of this research work was to design a didactic strategy through games to strengthen the literacy skills of the students of the inclusive education group of the María Auxiliadora Fortalecillas Educational Institution in Neiva. To attend and respond pertinently to the needs, expectations, and interests of this population group. Regarding methodology, we developed an action research desing (AR) as a type of qualitative research with seven research instruments applied: sociodemographic survey, semi-structured interview, flexible entry-exit test, observation grid and field diary. The population sample consisted of 15 students between 11 and 16 years old, from sixth to eleventh grades. As a result, game as a strategy favor the communicative processes of reading and writing, in mor than 50%, evidencing the acquisition of skills that improve performance. The use of games as a didactic strategy is an element that favors teaching-learning, where students achieve greater participation thereby developin significant learning that allows them to act competently.