LibroTech: Arquitectura y Flujos para una Biblioteca Escolar Virtual Gamificada

Autores/as

  • Felipe Costa-Tebar Instituto de Investigación en Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0000-0003-4748-3006
  • Alejandro Lopez-Martinez Escuela Superior de Ingeniería Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España
  • Javier Jimenez-Honrado Instituto de Investigación en Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0009-0000-8097-8575
  • Belen Luna-Lorente Instituto de Investigación en Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España
  • Llanos Vergara-Picazo Escuela Superior de Ingeniería Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0009-0003-8825-5218
  • Jose A. Gallud Escuela Superior de Ingeniería Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0000-0002-6616-8055
  • Ricardo Tesoriero Escuela Superior de Ingeniería Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0000-0002-4643-7094
  • Maria D. Lozano Escuela Superior de Ingeniería Informática de Albacete, Universidad de Castilla-La Mancha, Albacete, España https://orcid.org/0000-0003-4069-2112
  • Gabriel Sebastián-Rivera Facultad de Ciencias Sociales y Tecnologías de la Información, Universidad de Castilla-La Mancha, Talavera de la Reina, España https://orcid.org/0000-0002-1156-8000

DOI:

https://doi.org/10.65234/interaccion.142

Palabras clave:

Biblioteca escolar virtual, Entorno virtual de aprendizaje, Gamificación educativa, Motivación lectora, Tecnología educativa, Usabilidad en educación

Resumen

La motivación lectora en primaria es baja y las bibliotecas escolares están infrautilizadas, especialmente cuando no están integradas en los entornos virtuales de aprendizaje (VLE) y además se sufre una conectividad irregular, como ocurre en entornos rurales. Este artículo presenta LibroTech, una biblioteca escolar virtual gamificada integrada en MundoCRA que vincula artefactos propios de las bibliotecas, con reglas de juego para alinear objetivos de lectura con progreso y reconocimiento. Para ello se presenta el diseño de una arquitectura cliente–servidor con procesamiento asíncrono que permite gestionar analíticas y recompensas, flujos diferenciados por rol e integración visual optimizada. El trabajo incluye una evaluación exploratoria de usabilidad en aula (n = 9; con 6 estudiantes y 3 docentes) midiendo eficacia, eficiencia y satisfacción, junto a observación de latencia. Los resultados muestran una alta finalización de tareas, y una satisfacción de 84.5 en estudiantes y 86.67 en docentes. Del cuestionario se puede inferir también que la aprendibilidad es del 91.67%. En cuanto al impacto, esta investigación evidencia que la aceptabilidad y viabilidad en contextos rurales es satisfactoria y ha servido para delinear mejoras prioritarias (analítica ampliada, personalización y accesibilidad), con potencial para impulsar hábitos lectores entre los estudiantes.

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2026-03-25