Given, on the one hand, the poor results obtained by Peruvian children in the national and international reading assessments. And on the other hand, the increased investment intechnology for schools in the country, this study aimed to develop and test an online tool to improve reading comprehension. In order to do this, the reading comprehension strategies and vocabulary activities from the research-based digital environment ICON were adapted to design the platform LEO. A total of 88 fifth graders from urban middle-to-low-income private schools from Lima participated in this quasi-experimental study, which involved acontrol group and a treatment group that participated in a 12-week teacher-mediated digital intervention. All participants wer...
This article, based on research, focused on assessing the level of incidence of the use of informati...
This paper exposes the experience at the Central University with the learning of the reading with vi...
Designing a Virtual Learning Object (VLO) through gamification to improve reading proficiency levels...
Frente a los bajos resultados que los niños peruanos obtienen en las pruebas nacionales e internacio...
Peru has achieved unsatisfactory results in international and national reading assessments. The high...
Revista de Psicología, Vol. 31, No. 1Frente a los bajos resultados que los niños peruanos obtienen e...
This article arises from the research called "Influence of the WebQuest, as a pedagogical strategy, ...
This research is qualitative with a focus on action research, enhancing the reading process of the s...
The objective of this work was to analyze how the use of Information and Communication Technology (I...
The purpose of this research in a second experiment was to determine the effect of the implementatio...
The article presents the results of a study carried out in Brazil in order to inquire into the benef...
El conocimiento específico de dominio, la capacidad de memoria de trabajo y las estrategias de lectu...
Este trabajo de grado tiene como objetivo analizar la comprensión lectora en niños y niñas de 5 a 6 ...
The digital reading competence is a necessity in today's society immersed in a mediated context by I...
El presente trabajo de investigación, surge del interés por conocer aquellos elementos que intervien...
This article, based on research, focused on assessing the level of incidence of the use of informati...
This paper exposes the experience at the Central University with the learning of the reading with vi...
Designing a Virtual Learning Object (VLO) through gamification to improve reading proficiency levels...
Frente a los bajos resultados que los niños peruanos obtienen en las pruebas nacionales e internacio...
Peru has achieved unsatisfactory results in international and national reading assessments. The high...
Revista de Psicología, Vol. 31, No. 1Frente a los bajos resultados que los niños peruanos obtienen e...
This article arises from the research called "Influence of the WebQuest, as a pedagogical strategy, ...
This research is qualitative with a focus on action research, enhancing the reading process of the s...
The objective of this work was to analyze how the use of Information and Communication Technology (I...
The purpose of this research in a second experiment was to determine the effect of the implementatio...
The article presents the results of a study carried out in Brazil in order to inquire into the benef...
El conocimiento específico de dominio, la capacidad de memoria de trabajo y las estrategias de lectu...
Este trabajo de grado tiene como objetivo analizar la comprensión lectora en niños y niñas de 5 a 6 ...
The digital reading competence is a necessity in today's society immersed in a mediated context by I...
El presente trabajo de investigación, surge del interés por conocer aquellos elementos que intervien...
This article, based on research, focused on assessing the level of incidence of the use of informati...
This paper exposes the experience at the Central University with the learning of the reading with vi...
Designing a Virtual Learning Object (VLO) through gamification to improve reading proficiency levels...