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Submitted January 12, 2024
Published 2024-01-15

Artículos

Vol. 8 No. 1 (8): Revista Científica Orbis Cognita

Videogame to Improve Reading Comprehension in third year students of the bachelor’s degree in English at Centro Regional Universitario de San Miguelito


DOI https://doi.org/10.48204/j.orbis.v8n1.a4605

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References
DOI: 10.48204/j.orbis.v8n1.a4605

Published: 2024-01-15

How to Cite

Riquelme C. , I. I., & Solís J. , E. V. (2024). Videogame to Improve Reading Comprehension in third year students of the bachelor’s degree in English at Centro Regional Universitario de San Miguelito. Revista Científica Orbis Cógnita, 8(1), 69–90. https://doi.org/10.48204/j.orbis.v8n1.a4605

Abstract

Students from Bachelor of Arts in English in the American Literature subject at Centro Regional Universitario de San Miguelito get low grades in their assignments because they have a deficient reading comprehension. It does not let them to learn or do their assignments. This study proposes the strategy of the use of the videogames to improve the students’ motivation for reading.

It would help them to improve their reading comprehension to do efficiently their teaching skills and get meaningful learning. This study consists of the creation and implementation of a videogame. This videogame was applied to students from the Bachelor of Arts in English to know its effectiveness in the teaching-learning process. At the beginning there was a survey before the study to know about students’ aspects like their relationship with technology and videogames. Also, there was a pretest and a postest of the study to evaluate how the use of the videogames affects their knowledge in American literature. Finally, the findings and their analysis are shown. This study looks for the introduction of the use of videogames in the higher education level like a new educational strategy.

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