Participatory Techniques Supported by Digital Resources and Their Effect on Attention and Concentration in Fifth-Grade Elementary School Students

Authors

DOI:

https://doi.org/10.70577/asce.v5i1.705

Keywords:

Sustained Attention, Concentration, Participatory Techniques, Digital Resources, Executive Functions, Gamification, Elementary Education.

Abstract

Sustained attention and concentration are executive functions that determine school learning outcomes, and their progressive decline in classroom environments saturated with external stimuli represents a major pedagogical challenge. This study examined the effect of an intervention program based on participatory techniques supported by digital resources on the attentional processes of fifth-grade elementary school students. A quasi-experimental single-group pre-test/post-test design was adopted, with an intentional sample of 33 students (17 males and 16 females, aged 9 to 10 years) enrolled at Escuela Ciudad de Ventanas, Ventanas canton, Los Ríos province, Ecuador. The d2 Test of Attention (adapted version for Spanish-speaking child populations) was administered before and after an eight-week pedagogical intervention that incorporated gamification, technology-mediated cooperative learning, and project-based learning activities using interactive digital tools. Results showed statistically significant increases in the concentration index (CI) and concentration performance (CP) following the intervention (t(32) = 8.43, p < .001, Cohen's d = 1.84), indicating a large effect size. Gains were equivalent across male and female students. These findings suggest that the systematic integration of digitalized participatory techniques can optimize attentional processes during the middle school stage, with direct implications for curriculum design and teacher training in Latin American contexts.

Downloads

Download data is not yet available.

References

Brickenkamp, R., & Zillmer, E. (2021). Test d2 de Atención (4.ª ed. revisada). TEA Ediciones.

Campbell, D. T., & Stanley, J. C. (2021). Diseños experimentales y cuasi-experimentales en la investigación social (reimp. revisada). Amorrortu.

Casey, B. J., Heller, A. S., Gee, D. G., & Cohen, A. O. (2022). Development of the emotional brain. Neuroscience & Biobehavioral Reviews, 128, 211–231. https://doi.org/10.1016/j.neubiorev.2021.06.033

Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2.ª ed.). Lawrence Erlbaum.

Csikszentmihalyi, M. (2021). Fluir: una psicología de la felicidad (reimp. actualizada). Kairós.

Deci, E. L., Koestner, R., & Ryan, R. M. (2021). Extrinsic rewards and intrinsic motivation: A clear and consistent picture after all. Psychological Bulletin, 147(3), 276–299. https://doi.org/10.1037/bul0000328

Diamond, A. (2020). Executive functions. Annual Review of Psychology, 64, 135–168. https://doi.org/10.1146/annurev-psych-113011-143750

Dichev, C., & Dicheva, D. (2021). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 18(1), 1–18. https://doi.org/10.1186/s41239-017-0042-5

Gathercole, S. E., Woolgar, F., Kievit, R. A., Astle, D., Manly, T., Holmes, J., & CALM Team. (2021). How common are WM deficits in children with difficulties in reading and mathematics? Journal of Applied Research in Memory and Cognition, 10(3), 105–120. https://doi.org/10.1016/j.jarmac.2020.07.007

Hernández-Sampieri, R., & Mendoza, C. P. (2020). Metodología de la investigación: las rutas cuantitativa, cualitativa y mixta. McGraw-Hill Interamericana.

Hidi, S., & Renninger, K. A. (2020). The four-phase model of interest development. Educational Psychologist, 55(1), 1–24. https://doi.org/10.1080/00461520.2019.1698276

Howard-Jones, P. A., Jay, T., Mason, A., & Jones, H. (2021). Gamification of learning deactivates the default mode network. Frontiers in Psychology, 12, 624856. https://doi.org/10.3389/fpsyg.2021.624856

Hrastinski, S. (2020). What do we mean by blended learning? TechTrends, 63(5), 564–569. https://doi.org/10.1007/s11528-019-00375-5

Johnson, D. W., Johnson, R. T., & Roseth, C. J. (2021). Cooperative learning in middle schools: Interrelationship of relationships and achievement. Middle Grades Research Journal, 6(1), 1–18.

Ministerio de Educación del Ecuador. (2022). Informe de rendición de cuentas 2021-2022. Ministerio de Educación. https://educacion.gob.ec

Ministerio de Educación del Ecuador. (2023). Currículo de Educación General Básica: revisión y actualización 2023. Subsecretaría de Fundamentos Educativos.

Moreau, D., & Conway, A. R. A. (2021). The case for an ecological approach to cognitive training. Trends in Cognitive Sciences, 18(7), 334–336. https://doi.org/10.1016/j.tics.2014.03.009

Moreno-Guerrero, A. J., López-Belmonte, J., Marín-Marín, J. A., & Soler-Costa, R. (2020). Scientific development of educational artificial intelligence in Web of Science. Future Internet, 12(8), 124. https://doi.org/10.3390/fi12080124

Morin et al. (2021) — citado en la introducción del artículo pero no figura en la lista de referencias. Habría que agregarlo o eliminarlo del cuerpo del texto.

Müller, U., Carpendale, J. I. M., & Smith, L. (2021). The Cambridge companion to Piaget (2.ª ed.). Cambridge University Press.

Núñez-Barriopedro, E., Ravina-Ripoll, R., & Ahumada-Tello, E. (2021). Student satisfaction in gamificated educational environments: An approach from the educational psychology perspective. Sustainability, 13(14), 7627. https://doi.org/10.3390/su13147627

OECD. (2023). Education at a glance 2023: OECD indicators. OECD Publishing. https://doi.org/10.1787/e13bef63-en

Papadakis, S., Vaiopoulou, J., Sifaki, E., Stamovlasis, D., & Kalogiannakis, M. (2021). Attitudes towards the use of educational robotics: Exploring the intersection of gender, age, prior experience, and education level. Sustainability, 13(12), 6867. https://doi.org/10.3390/su13126867

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2020). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Posner, M. I., & Petersen, S. E. (2020). The attention system of the human brain: 20 years after. Annual Review of Neuroscience, 35, 73–89. https://doi.org/10.1146/annurev-neuro-062111-150525

Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., & Isotani, S. (2021). Personalized gamification: A literature review of outcomes, experiments, and approaches. Proceedings of the VIII Brazilian Symposium on Computers in Education, 1, 832–840. https://doi.org/10.5753/cbie.sbie.2021.832

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

Sánchez-Prieto, J. C., Trujillo-Torres, J. M., Gómez-García, M., & Hinojo-Lucena, F. J. (2020). Gender and digital teaching competence in pre-primary and primary education teachers. IEEE Access, 8, 105104–105115. https://doi.org/10.1109/ACCESS.2020.3000200

Seisdedos, N. (2021). Test d2: manual de instrucciones para la aplicación, corrección e interpretación (adaptación española, 7.ª ed.). TEA Ediciones.

Selwyn, N. (2020). Education and technology: Key issues and debates (3.ª ed.). Bloomsbury Academic.

Sweller, J. (2020). Cognitive load theory and educational technology. Educational Technology Research and Development, 68(1), 1–16. https://doi.org/10.1007/s11423-019-09701-3

Tondeur, J., van Braak, J., Ertmer, P. A., & Ottenbreit-Leftwich, A. (2021). Understanding the relationship between teachers' pedagogical beliefs and technology use in education. Educational Technology Research and Development, 65(3), 555–575. https://doi.org/10.1007/s11423-016-9481-2

UNESCO. (2020). Education in a post-COVID world: Nine ideas for public action. UNESCO. https://en.unesco.org/sites/default/files/education_in_a_post-covid_world-nine_ideas_for_public_action.pdf

UNESCO. (2023). Technology in education: A tool on whose terms? UNESCO Publishing.

Vygotsky, L. S. (2020). Mind in society: The development of higher psychological processes (edición comentada y actualizada). Harvard University Press.

Werbach, K., & Hunter, D. (2020). For the win: How game thinking can revolutionize your business (ed. revisada). Wharton Digital Press.

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zhao, Y., & Watterston, J. (2021). The changes we need: Education post COVID-19. Journal of Educational Change, 22(1), 3–12. https://doi.org/10.1007/s10833-021-09417-3

Zimmerman, B. J., & Schunk, D. H. (2021). Self-regulated learning and academic achievement: Theoretical perspectives (3.ª ed.). Routledge.

Published

2026-02-25

How to Cite

Villafuerte Villares, L. M., & Bosquez Barcenes, V. A. (2026). Participatory Techniques Supported by Digital Resources and Their Effect on Attention and Concentration in Fifth-Grade Elementary School Students. ANNALS SCIENTIFIC EVOLUTION, 5(1), 2384–2403. https://doi.org/10.70577/asce.v5i1.705

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.