Gamification for understanding english texts for students in a public school in peru
International Journal of Development Research
Gamification for understanding english texts for students in a public school in peru
Received 20th July, 2020; Received in revised form 19th August, 2020; Accepted 16th September, 2020; Published online 30th October, 2020
Copyright © 2020, Kevin Mario Laura De La Cruz et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
The present article is referred to determine the results of the JClic Software application as a tool of gamification in comprehension of texts in English, in the students of the secondary level of a school in Peru, in this case at a public school, in 2019. It was developed by a pre-experimental design pretest and posttest with only one group after the pretest, JClic software was used through computers in laboratories, until taking the exit test at the end of the semester of studies. Of a total of 16 students after JCLIC software application, 87.50% of the students have reached an outstanding achievement level, 12.50% of the students are at the expected achievement level, 0% of the students are at process level, and 0% of them at the beginning level. From the results obtained it can be affirmed: with the JClic software application as a tool of gamification, the third-year students of a public school, in 2019; have managed to improve their level in the comprehension of texts in simple past in English.