Systematic Review of the Use of
Gamification in the Development of Reading Comprehension Skills in Education
Revisión
Sistemática del Uso de la Gamificación en el Desarrollo de Habilidades de
Comprensión Lectora en Educación
Ingrid Natalia
Benito Ladino
Bachelor's degree in early childhood pedagogy and
student of the Master's program in education, Corporación Universitaria
Iberoamericana, Bogota. ibenito@estudiante.ibero.edu.co
Alexandra
Camelo Bohórquez
Psychologist and student of the Master's Degree in
Education, Corporación Universitaria Iberoamericana, Bogotá. acamelo@estudiante.ibero.edu.co
Andrea del
Pilar Linares Rodríguez
Social Worker and Student of the Master's Degree in
Education, Corporación Universitaria Iberoamericana, Bogotá. alinar11@estudiante.ibero.edu.co
...........................................

SUMMAR
This
study examines the use of gamification as a pedagogical strategy for the
promotion and development of reading comprehension based on the potential of
this methodology to enrich learning and promote the integral development of
children from an early age. For this purpose and through the application of a
qualitative methodology, based on a systematic literature review following the
PRISMA protocol, 32 articles published between 2020 and 2024 and found in the
Scopus and Google Scholar databases were analyzed. The selected studies explore
the impact of technological tools and gamified strategies in educational
environments, with a focus on their effects on the cognitive, emotional and
academic development of children. The results highlight that gamification,
supported by educational applications and interactive platforms, promotes more
motivating and effective learning. In addition, the use of these strategies to
favor the acquisition of logical and problem-solving skills is highlighted.
Keywords: Comprehension,
teaching, educational game, reading, educational technology.
RESUMEN
Este
estudio examina el uso de la gamificación como estrategia pedagógica para la
promoción y desarrollo de la comprensión lectora partiendo del potencial que
tiene esta metodología para enriquecer el aprendizaje y fomentar el desarrollo
integral de los niños desde edades tempranas. A tal efecto y mediante la
aplicación de una metodología cualitativa, sustentada en una revisión
sistemática de literatura siguiendo el protocolo PRISMA, se analizaron 32
artículos publicados entre 2020 y 2024 encontradas en las bases de datos Scopus
y Google Académico. Los estudios seleccionados exploran el impacto de
herramientas tecnológicas y estrategias gamificadas en entornos educativos, con
un enfoque en sus efectos sobre el desarrollo cognitivo, emocional y académico
de los niños. Los resultados destacan que la gamificación, respaldada por
aplicaciones educativas y plataformas interactivas, promueve un aprendizaje más
motivador y efectivo. Además, se resalta el uso de estas estrategias para
favorecer la adquisición de habilidades lógicas y de resolución de problemas.
Palabras Claves:
Comprensión, enseñanza, juego educativo, lectura, tecnología educacional.
Introduction
Reading
comprehension is fundamental for the integral development of children and has a
crucial importance in aspects such as the development of language and writing
skills, also according to the criteria of Gómez (2014), reading comprehension
is essential for academic success as it allows students to understand what they
read and thus follow instructions, solve problems and learn concepts
facilitating the learning of new skills and knowledge in school. Reading and
understanding texts helps develop cognitive skills such as critical thinking,
memory and analytical skills, so children learn to make inferences, identify
main ideas and relate information, which is fundamental in their intellectual
development. In this sense, fostering reading comprehension from an early age
can have a lasting impact on children's academic and personal success, so it is
essential to promote activities and strategies that support this development.
For
some years now, the educational system has had to face the reality of a
changing world in which technology has an increasing presence in the school,
this forces the teacher to analyze the environment in which the educational
process is currently developed and establish whether the educational practice
is still guided by obsolete didactic models, which turn the classroom into a
routine place that is not able to motivate the student, understanding that
there is an important generational change in what Prensky (2012) defined as
digital natives specialized in the search for content through the use of
technology who are accompanied by digital immigrant teachers who must adapt to
manage to guide students by providing contexts and appropriate questions that ensure
the quality of the learning process.
Freire
(1981), illustrates the importance of reading by pointing out that reading is
not only focused on written language, but transcends textual intelligence to
understand the world; in that sense, Gómez (2014, p.22) mentions "the
importance of reading comprehension to develop at the same time speaking,
listening and writing skills and therefore comprehension skills that allow
understanding not only written language but also the world and its components."
The development of reading comprehension skills constitutes a problem for a
significant part of the population. According to statistics from the United
Nations Educational, Scientific and Cultural Organization UNESCO (2022) reports
that by the year 2021 worldwide, more than 845 million people did not reach the
minimum levels in terms of reading skills. In the same period in Latin America
and the Caribbean, 36% of children lack reading skills.
Gamification
is a pedagogical strategy that has the potential to transform teaching-learning
dynamics by incorporating game elements, such as challenges, rewards and
narrative, in educational contexts. However, many teachers, although they have
at their disposal several technological and methodological tools to implement
gamification processes, do not use them due to the lack of specific training in
this approach. This lack of knowledge not only hinders the implementation of
these strategies, but also limits their ability to integrate them effectively
with fundamental activities, such as the promotion of reading in children.
According to Deterding et al. (2011), gamification requires an intentional
design that connects educational objectives with game mechanics, which is not
always evident to unprepared teachers.
The
purpose of any educational system is to provide children with the necessary
tools to facilitate their own development, transferring to the student all
those experiences, skills, knowledge and values necessary for the performance
of an adequate role in a society that is characterized by being hopefully
unpredictable in many and almost always diverse aspects. The infantile
education in this system has to be oriented to the formation of the integral
personality. This formation is characterized as a social fact based on human
functional valuations (affectivity, will, knowledge and intellect) and a social
formation in specific characteristics proper only to the evolutionary moment
lived. If the aim is to guide the process of cultural transmission in the
learner, the first and most fundamental consequence will be to adapt the
educational methods, more or less orthodox, to the different evolutionary
stages.
The
integration of gamified technologies in reading instruction could be
particularly beneficial in addressing traditional barriers to reading interest
and comprehension, such as lack of motivation or the perception of reading as a
boring task. Studies such as Hamari et al. (2014) have shown that gamification
can have a positive impact on intrinsic and extrinsic motivation, especially in
educational settings. Therefore, using pedagogical strategies based on
gamification can transform the use of technological media that today represent
a distracting factor for students and transform them for educational purposes
and achieve what Cortez (2018, p.34) defines as "the importance of
stimulating skills and learning from what motivates the student; either by
using gamification and technology.
Therefore,
the present research aims to make an exhaustive review of the existing
literature, covering the methodological characteristics employed in previous
studies, the types of instruments used and the specific purposes proposed. All
this in order to establish a contribution to the state of knowledge through the
synthesis and dissemination of the findings.
Materials and methods
Scope and Type of Study
During the conduct of
this documentary study, a literature review was completed, since according to
the criteria of García and Carrascal (2016), the most significant results of
the wealth of scientific articles that were taken into consideration can be
summarized and highlighted by describing in a synthesized manner the summary of
the information located, thus managing to provide answers to specific research
questions. In that sense and according to the opinion of Hernandez and Mendoza
(2018, p.147) "the systematic literature search is a study of exploratory
and descriptive scope".
The review was carried
out according to the criteria of Reyes (2022), which proposes the following
steps: 1) Define the formulation of the problematic situation and the
objectives to be achieved with the research work, 2) Detail the principles and
conditions that will allow establishing inclusion and exclusion characteristics
will have the articles and what are the indicators of validity and relevance of
the same..., 3) Plan the form and structure of the search for academic
documents, 4) Generate specific searches supported by the use of specialized
search engines and databases of recognized reputation, 5) Evaluate the quality
parameters of the preliminary results that were found according to the
parameters set out above, 6) Systematize and interpret the results.
Instruments
To
collect the data, a table was prepared where the information from the
bibliographic records was condensed according to the fundamentals proposed by
the PRISMA-P methodology, which establishes according to Bavaresco (2016) the
necessary elements to evaluate academic documents, including the characteristics
that the information search protocol should have and the elements that are
related to the planning and examination of the data.
In
this matrix, identification criteria were added, such as the title of the
article, its authors, the year in which the document was published, together
with content criteria that included the objectives of the study and some
important methodological elements.
Procedure
At the time of
conducting the literature search, articles were taken into consideration whose
main topic was the application of pedagogical strategies based on gamification
to develop reading comprehension in elementary education, in Latin American
journals and publications written in Spanish. For this purpose, the Google
Scholar search engine and the Scopus database were used. These databases were
taken into account due to their multidisciplinary characteristics and the
recognition they enjoy in the scientific community, as stated by Cea (2015).
The structure of the
terms used for the search were, in Google Scholar we searched for combinations
that included the words "Gamification" "Reading
comprehension" "Gamification didactic strategies", the
preliminary results were filtered by documents written in Spanish between the
years 2020-2024. In the Scopus database, an algorithm including the descriptors
was organized as follows: TITLE-ABS-KEY (Gamification) AND (Reading
comprehension) AND (Gamification teaching strategies) (LIMIT-TO (LANGUAGE,
"Spanish")) AND (LIMIT-TO (ACCESSTYPE (OA))). From the preliminary
results, the relevant results for the years 2020-2024 were chosen.
As inclusion criteria,
according to the definition of García et al. (2011), we chose documents with
free access in Spanish and that referred to Latin American studies without
discriminating the stage of their work. Likewise, only those documents with at
least one of the main descriptors used in the search and with a publication
date between 2020 and 2024 were included in the title or abstract. Articles
whose main topic was far from gamification and reading comprehension, outside
Latin America and in a language other than Spanish were not taken into account.
The initial search
yielded 1,172 results of which 388 were obtained in Scopus and 784 in Google
Scholar. After applying the filters and inclusion criteria, 208 articles were
available for manual classification. From there, a quick reading of the
abstracts was carried out, finding duplications and discrepancies that reduced
the total number of valid articles to 32 that fully met the pre-established
criteria in the purpose of this research. The selection and synthesis procedure
was carried out as shown in the following diagram
Figure 1.
Flowchart of the information
source selection process.

Source: Urrutia and Bonfill (2010).
Results
Thirty-two documents were identified that met the
inclusion criteria specified above and that constitute the base material on
which the literature review was performed.
Table 1.
Document selection matrix.
|
|
Author Year |
Title |
Country |
Approach |
Target |
|
1 |
Moscote, José; Suarez, Martín (2020) |
Strengthening of competencies related to reading
comprehension through gamification used as a pedagogical strategy. |
Colombia |
Qualitative |
To enhance reading comprehension skills through
gamification as a pedagogical strategy for 5th grade elementary school
students. |
|
2 |
Cano, Emilse; Cuesta, Edinson (2020) |
Gamification as a motivational strategy in the
reading comprehension process. |
Colombia |
Mixed |
To implement a motivational gamification strategy in
the teaching-learning process to strengthen reading comprehension in students
of the first cycle, first, second and third grades of the IE Monseñor Gerardo
Patiño of the municipality of Cáceres Antioquia, through the use and
appropriation of ICT. |
|
3 |
Moreno, Ramiro (2020) |
Didactic strategy mediated by gamification to
strengthen reading comprehension in 4th grade elementary school students. |
Colombia |
Mixed |
To develop a didactic strategy mediated by
gamification to strengthen reading comprehension in 4th grade students of the
Nuestra Señora de la Consolación Educational Institution. |
|
4 |
Guzmán, M.; Londoño, Doris (2020). |
Didactic strategy in reading comprehension from
digital gamification, to improve institutional welfare in primary education. |
Colombia |
Qualitative |
To propose a didactic strategy through different
pedagogical activities, from the gamification by challenges and challenges,
through the education 3.0 platform, which includes the collaboration of the
family, improving the level of reading comprehension of the students of the
5th grade of the Juan Henrique White Educational Institution. |
|
5 |
Grimaldo, Heylem; Zapata, Yuly (2020) |
Gamification as a strategy for strengthening and
developing reading comprehension skills in 3rd grade of elementary school. |
Colombia |
Qualitative |
To evaluate the impact of a pedagogical strategy
based on gamification in the development of reading comprehension skills in
third grade students at the Camilo Torres Restrepo Educational Institutions
in Barrancabermeja and the Juan Atalaya integrated school in Cúcuta. |
|
6 |
Salas, Carmen (2020) |
Reading comprehension enhanced by ict-mediated
gamification in elementary school students. |
Colombia |
Qualitative |
To describe the influence obtained with the
incorporation of gamification as a didactic strategy mediated by ICT for the
improvement of reading comprehension in students of the fifth grade of
elementary school in IED Luz Marina Caballero. |
|
7 |
Balseiro, Marly (2021) |
Gamification strategy for the development of the
inferential level of the reading comprehension in fifth grade students, Centro Educativo
Palmira de San Onofre, Sucre. |
Colombia |
Mixed |
To identify the type of impact of a gamification
strategy on the inferential level of reading comprehension, through the
implementation of a Virtual Learning Object in fifth grade students of the
Palmira Educational Center. |
|
8 |
Aldana, Gloria (2021) |
Gamification as a pedagogical strategy to improve reading
comprehension processes in fifth grade students. |
Colombia |
Quantitative |
Improving reading comprehension in fifth grade
students of the Rafael Bernal Jiménez school in the city of Bogotá using the
following strategy gamification pedagogy |
|
Parra, Alba; Serna, Luz
(2021) |
Strengthening
reading and writing skills through the Kahoot gamification tool in elementary
school students. |
Colombia |
Qualitative |
Strengthen
reading and writing skills through learning strategies supported by Kahoot
gamification tools in students. of
3rd grade of elementary school at IE Henry Marín Granada. |
|
|
10 |
Alarcón, Nancy; Beltrán,
Francy (2021) |
Gamification
as a ludic-pedagogical strategy to strengthen reading comprehension in second
grade students. |
Colombia |
Mixed |
To
implement gamification as a ludic-pedagogical strategy to strengthen reading
comprehension in second grade students of the Escuela Normal Superior Sede
Rural Viento Libre Ubaté. |
|
11 |
Cardenas, Katherine
(2021) |
Gamification
in Genially as a didactic tool for strengthening reading comprehension. |
Colombia |
Qualitative |
To
strengthen the textual comprehension and interpretation of seventh grade
students of Colegio Once de Noviembre, through the Genially platform, where
students perform activities in a gamified virtual space. |
|
12 |
Cabrera, Anna (2021) |
Gamification
as a strategy to support the reading and writing process in second grade
students of primary |
Mexico |
Qualitative |
To
design a didactic planning that integrates gamification strategies to support
the teaching and learning processes to develop reading and writing skills in
second grade elementary school students in the subject "Lengua Materna. Spanish |
|
13 |
Moscoso, Erika (2021) |
Strengthening
reading comprehension with the use of the Educaplay platform through
gamification and challenge-based learning. |
Colombia |
Qualitative |
Strengthen
reading comprehension with the use of the Educaplay platform through
gamification and challenge-based learning in 4th grade students of the
educational institution Monseñor José Manuel Salcedo del Bolo San Isidro. |
|
14 |
Aranguren,
Jimena; Conde Angélica (2021) |
Gamification
as a strategy for the improvement of reading and writing skills in elementary
school students. |
Colombia |
Quantitative |
To
determine the effect of gamification strategies, generated in the Kahoot
tool, on the development of reading and writing skills of second and third
grade students of the I. E. Politécnico de Soledad. |
|
15 |
Coral, Carlos; Hormaza,
Estefanía (2021) |
Design
of gamification strategies with the use of the Moodle platform to strengthen
reading comprehension processes in second grade students at the San Luis
Gonzaga Educational Institution. |
Colombia |
Qualitative |
To
strengthen reading comprehension through gamification strategies with the use
of ICT in second grade students of the San Luis Gonzaga de San Luis - Tolima
school. |
|
16 |
Burgos, Zulma; Pimiento,
Eliana (2021) |
Strengthening
children's literature through gamification in fourth grade elementary
students |
Colombia |
Mixed |
To
implement didactic strategies through gamification with the purpose of strengthening
the teaching and learning of children's literature to fourth grade students elementary
school grade |
|
17 |
Monroy, Leidy; Ramírez, Leslie (2021) |
Gamification
and challenge-based learning as a pedagogical strategy to strengthen reading
comprehension and textual production in third grade students. |
Colombia |
Mixed |
To
strengthen reading comprehension and textual production through the
implementation of a classroom plan supported by gamification and challenge-based
learning, using the "Cerebriti" platform in third grade students of
the San Luis Gonzaga Educational Institution, National Headquarters (Ibagué
Tolima). |
|
18 |
Lemus, Camilo (2021) |
Gamification
as an innovative strategy for strengthening reading comprehension in fourth
grade elementary school students |
Colombia |
Quantitative |
To
implement a pedagogical strategy based on gamification integrated with the
Cerebriti platform, in order to improve the teaching-learning processes in
reading comprehension of students in the fourth grade of elementary school at
the Barrios Unidos del Sur Educational Institution. |
|
19 |
Carrillo, Ángela (2021) |
Gamification
and reading comprehension |
Colombia |
Qualitative |
To
design a pedagogical innovation proposal that, through gamification, proposes
a valid alternative in the search for strengthening the levels of textual
comprehension and interpretation (literal, inferential and critical) in fifth
grade elementary school students. |
|
20 |
Beleño, Dulys (2021) |
Strengthening
reading comprehension through gamification tools in first grade elementary
school students. |
Colombia |
Qualitative |
Strengthening
reading comprehension in first grade students of the Olaya District School
through gamification tools. |
|
21 |
Fernández, Nicolás (2022) |
Gamification-based
pedagogical strategy to strengthen reading comprehension in second grade
students. |
Colombia |
Mixed |
To
strengthen reading comprehension processes through the development of a
pedagogical strategy based on gamification in second grade students of the
Bateas Educational Institution of the municipality of Acevedo in the
Department of Huila. |
|
22 |
Chávez,
Leidy; Díaz, Rhita; Guevara, Jesús; Sandoval, Deisy (2022) |
Strengthening
Reading Comprehension at the Literal and Inferential Levels through
Gamification in Third Grade Students of the San Antonio Educational
Institution. |
Colombia |
Qualitative |
To
strengthen reading comprehension in the literal and inferential levels of
third grade students of the San Antonio Educational Institution, through the
implementation of a pedagogical strategy supported by gamification. |
|
23 |
Maza,
Eymi (2022) |
Innovation
of the future of reading comprehension through of
gamification in second grade elementary school students: Scenarios to 2032. |
Peru |
Quantitative |
Exploring
the future through gamification for reading comprehension in second-grade
elementary school children to the year 2032. |
|
24 |
Ramos,
César (2022) |
Gamification
and reading comprehension in students from second
grade in an educational institution in Huancavelica, 2022 |
Peru |
Quantitative |
Promote
students' interest in reading rather than improve the development of reading
comprehension skills through the implementation of successful reading
strategies and activities according to students' learning levels and needs. |
|
25 |
Rodríguez,
Cindy; Hernández, Libardo (2022) |
Offline
gamification as a classroom strategy to strengthen reading comprehension
processes in the fourth grade of primary school. |
Colombia |
Qualitative |
Strengthen
reading comprehension skills in fourth grade students of a rural school and
an urban school of the IE Francisco José de Caldas in the municipality of
Viotá Cundinamarca through the incorporation of offline gamification elements
in the classroom. |
|
26 |
Palacios,
Carina (2023) |
Gamification
and the process of reading comprehension of 1st grade students at Elite
School - Huacho |
Peru |
Quantitative |
To
determine the relationship between gamification and the reading comprehension
process of 1st grade students at Elite School - Huacho, 2023. |
|
27 |
Cerón,
Angy; Cerón Marlyn (2023) |
Ubiquitous
learning and Gamification as a didactic strategy to strengthen the skills and
knowledge of writing and reading comprehension in third grade students of the
Mortiño Educational Institution, Guacas, Isnos, Huila. |
Colombia |
Qualitative |
To
strengthen the skills and knowledge of writing and reading comprehension in
third grade students of the Mortiño Educational Institution, Guacas, Isnos,
Huila, through the design and implementation of a web page. |
|
28 |
Fuentes,
Camila; Sáenz, María (2023) |
Gamification
as a didactic strategy for the development of reading comprehension skills. in
third grade students |
Colombia |
Qualitative |
Implementing
gamification strategies that can be used to strengthen reading
skills in third grade students at the institution. Camilo
Torres" educational program. |
|
29 |
Becerra,
Lourdes (2023) |
Innovative
strategies for reading and writing. |
Ecuador |
Qualitative |
To
analyze innovative strategies for teaching reading and writing, with the
purpose of evaluating their effectiveness in educational environments. The
aim is to understand the impact of these strategies on the development of
reading and writing skills, in order to identify effective pedagogical
practices that can improve the learning process in this area. |
|
30 |
Vera,
Vilma; Báez, Myriam (2024) |
Innovative
didactic strategies for the promotion of reading habits in elementary school
students. |
Ecuador |
Qualitative |
To
analyze innovative didactic strategies to promote reading habits in
elementary school students. |
|
31 |
Rojas,
Patricia (2024) |
Gamification
strategy in teaching comprehension reading
by primary school teachers in Cañete educational institutions, 2024 |
Peru |
Quantitative |
To
determine the influence of gamification strategy in the teaching of reading
comprehension by primary school teachers in educational institutions of
Cañete, 2024. |
|
32 |
Poma,
Rosa; Álvarez, María; Auccahuallpa, Roxana (2024) |
Kahoot
as a didactic strategy to develop reading in children 6
to 7 years old |
Ecuador |
Qualitative |
To
explore the use of the Kahoot educational platform as a strategy for reading
development in children aged 6 to 7 years. |
Source: Based on Moscote (2020),
Cano and Cuesta (2020), Moreno (2020), Guzman and Londoño (2020), Grimaldo and
Zapata (2020), Salas (2020), Balseiro (2021), Aldana (2021), Parra and Serna
(2021), Alarcon and Beltran (2021), Cardenas (2021, Cabrera (2021), Moscoso
(2021), Aranguren and Conde (2021), Coral and Hurmaza (2021), Burgos and
Pimiento (2021), Monroy and Ramírez (2021), Lemus (2021), Carrillo (2021),
Beleño (2021), Fernández (2022), Chávez et al. (2022), Maza (2022), Ramos (2022), Rodríguez and Hernández
(2022), Palacios (2023), Cerón and Cerón (2023), Fuentes and Sáenz (2023),
Becerra (2023), Vera and Báez (2024), Rojas (2024) and Poma et al. (2024).
Table 2 includes the distribution of the
articles according to the year of publication between 2020 and 2024, with the
years 2020 and 2021 having the highest percentage.
Table 2.
Articles Published by Year.
|
Year |
Number of items |
Percentage |
|
2020 |
6 |
19% |
|
2021 |
14 |
44% |
|
2022 |
5 |
16% |
|
2023 |
4 |
12% |
|
2024 |
3 |
9% |
|
Total |
32 |
100% |
Table 3
shows the proportion between studies according to their methodological
approach.
Table 3.
Classification by Methodological Approach.
|
Approach |
Quantity |
Percentage |
|
Qualitative |
18 |
56% |
|
Quantitative |
7 |
22% |
|
Mixed |
7 |
22% |
|
Total |
32 |
100% |
Table 4 shows the
articles published by country of origin, with Colombia (75%) and Peru (13%)
accounting for the largest number of publications. In contrast, Mexico appears
with only 3% of the publications.
Table 4.
Classification by Methodological Approach.
|
Country of Origin |
Number of items |
Percentage |
|
Colombia |
24 |
75% |
|
Peru |
4 |
13% |
|
Ecuador |
3 |
9% |
|
Mexico |
1 |
3% |
|
Total |
32 |
100% |
Regarding the main
characteristics of the papers, all had descriptive, exploratory or
correlational scopes; likewise, all the studies had non-experimental and
cross-sectional designs. Twenty-six studies mentioned the sample that the
researchers used; of this group, 60% included teachers working in public
educational institutions and the remaining 40% in private educational
institutions; in all these cases the sample evaluated was less than 200
individuals.
Among the findings
found in the literature review, there is agreement among the authors when
defining reading comprehension as one of the fundamental skills for the
academic and personal development of students, since it allows them to
interpret, analyze and reflect on written information. However, in many
educational contexts, students face difficulties in this competence due to lack
of motivation, traditional methodologies that are not very dynamic and a scarce
link between the contents and their interests. ((11-17-19)) In this
sense, gamification has been consolidated as an innovative strategy capable of
transforming learning, promoting active participation, commitment and the
development of reading skills in a playful and meaningful way.
A clear majority of
the literature consulted explores the impact of the use of gamification in
strengthening reading comprehension, analyzing how game mechanics, challenges
and rewards can improve students' interest in reading and facilitate the
acquisition of reading skills.and therefore, it is from a theoretical review
and practical experiences in the classroom, effective strategies that combine
game elements with teaching-learning processes in Spanish language are
presented.
In this sense, the
development of reading comprehension implies the ability to decode, interpret
and reflect on a text, allowing the reader to construct meanings and apply
knowledge in different contexts. However, multiple studies have shown
difficulties in this skill at different educational levels, especially in the
first years of education. Among the factors that influence these difficulties
are the lack of reading habits, unattractive materials for students, and
teaching based on traditional methods that do not encourage motivation or critical
thinking.
It is for these
reasons that in the context of primary education, it is essential to design
didactic strategies that encourage the enjoyment of reading and facilitate the
development of comprehension skills at different levels: literal, inferential
and critical. In this sense, gamification is presented as an effective
alternative to transform the way in which students interact with texts,
promoting a more dynamic and meaningful learning. (18-27-32)
Thus, gamification is
a pedagogical strategy that incorporates game elements in teaching contexts to
increase motivation, participation and the learning experience. Among the most
commonly used components in gamification are challenges, difficulty levels,
rewards, progress boards, avatars and immersive narratives. In the field of
reading comprehension, gamification can be applied in a variety of ways, such
as, activities in which students must overcome reading comprehension challenges
to advance in a story or reach a goal within a gamified environment, reward and
progression systems in which points, badges or levels are awarded as students
complete activities related to text interpretation and analysis.
Likewise, fictional
contexts are created in which students assume the roles of explorers,
detectives or investigators who must solve mysteries by reading texts, combined
with the use of interactive digital platforms, applications and educational
games that can complement traditional teaching and make reading comprehension
activities more attractive.
The authors consulted
reiterate the benefits of gamification in the development of reading
comprehension as a consequence of greater motivation and commitment, taking
into account that the inclusion of game dynamics makes students become actively
involved in their learning process, increasing their interest and effort to
improve their reading comprehension. Research reveals that linking reading with
immersive experiences and interactive activities favors the retention of information
and deep understanding of texts, developing cognitive skills as a consequence
of critical thinking, problem solving and decision making, key skills used in
text analysis. Likewise, the achievement of adapted environments and
appropriate gamification strategies that include teamwork and healthy
competencies are able to promote cooperation and exchange of ideas among
students.
Although adaptability
to different learning styles is one of the positive features of gamification,
it requires the customization of activities according to the level and pace of
each student, facilitating an inclusive, effective, structured teaching,
aligned with the learning objectives. Some methodological recommendations
include the creation of gamified reading clubs, with weekly challenges in which
students must read texts and pass tests to advance in a shared story. Another
recommended technique involves the use of progression and reward boards, which
become achievement systems in which students earn badges for completing reading
comprehension activities at different levels of difficulty.
Although gamification
offers multiple advantages, its implementation also presents challenges that
must be considered such as the proper design of activities, taking into
consideration that it is not limited to the delivery of superficial rewards,
but is focused on the construction of meaningful learning and that in some
contexts, it is evident the difficulty to access resources, connectivity and
technological devices that may hinder the use of digital tools for
gamification, so a balance must be established between traditional and digital
methods, without losing sight of the fact that the playful approach must not
displace the pedagogical objectives.
The literature
consulted establishes that education faces the constant challenge of capturing
the attention and motivating students in their learning process, in a context
in which traditional methods are often monotonous and ineffective, hence
gamification has emerged as an innovative pedagogical strategy that allows
transforming the classroom into a dynamic, interactive and meaningful space,
taking advantage of elements and mechanics of games to promote motivation,
commitment and active learning in students. Similarly, gamification is considered
as a pedagogical strategy that boosts student motivation, promoting learning
based on active participation, positive reinforcement and the resolution of
challenges, maintaining that this methodology does not simply involve playing
in the classroom, but applying principles of game design such as competition,
levels of difficulty, rewards and narrative to enhance learning that also
generates a dynamic environment in which students assume active roles, reducing
the perception of study as a tedious task and fostering a positive attitude
towards learning.
Several studies have
shown that gamification has a positive impact on multiple aspects of learning,
including increased engagement and participation, since the integration of game
elements increases the involvement of students in academic activities,
meaningful learning, since gamified experiences favor the retention and
understanding of information, the development of cognitive and socioemotional
skills, thanks to the promotion of critical thinking, problem solving,
creativity and teamwork, an increase in student confidence and self-esteem with
a decrease in the fear of error, since the methodology offers multiple learning
opportunities through trial and error, decreases the anxiety associated with
traditional assessments and allows challenges and rewards to be adapted to the
pace and learning style of each student.
With respect to the
development of reading comprehension, this is a fundamental aspect in
education, since it allows students to interpret, analyze and reflect on the
texts they read. Within the levels of reading comprehension, the inferential
level is key, as it implies the ability to deduce information that is not
explicit in the text from contextual clues and previous knowledge. In this
context, gamification has emerged as an innovative strategy to strengthen
cognitive skills, fostering students' interest and motivation through game
elements that allow students to access, interpret and construct knowledge
autonomously. However, several investigations have shown difficulties in the
development of the inferential level, which limits students' ability to extract
implicit meanings from texts.
In this context,
gamification is presented as an effective alternative to improve reading
comprehension, transforming teaching into a playful and motivating experience.
This paper explores how gamification can enhance the development of the
inferential level of reading comprehension through activities structured around
challenges, rewards and game dynamics. Therefore, reading comprehension is a
fundamental skill in the academic development of students, as it allows for the
interpretation, analysis and construction of meaning from texts.
Conclusions
This systematic review
on the use of gamification in the development of reading comprehension skills
in education allows us to identify key trends and evidence of the impact of the
use of these pedagogical strategies. First, it is confirmed that gamification
is an effective tool to improve reading comprehension in primary school
children and the studies analyzed highlight that elements such as immediate
feedback, extrinsic and intrinsic motivation and the integration of game
mechanics (points, badges, challenges and rewards) generate an increase in
student engagement and autonomy, which has a positive impact on text
comprehension and analysis.
Second, the findings
suggest that the effects of gamification on reading comprehension depend on
contextual factors, such as the design of the strategy, the student profile,
and the difficulty level of the texts. Although most studies report significant
improvements, some warn that inappropriate use of gamification, especially when
it focuses on proficiency rather than meaningful learning, can divert students'
attention and negatively affect their performance.
Likewise, there is
evidence of a diversity of methodological approaches in the studies reviewed,
which makes it difficult to generalize the results. Although there is research
with rigorous methodologies that support the effectiveness of gamification,
there are also gaps in terms of longitudinal studies that allow us to evaluate
the sustained impact of these strategies on reading comprehension in the long
term.
Finally, the review
highlights the need to continue exploring new ways of integrating gamification
into reading instruction processes, with an approach based on adaptive learning
and the use of emerging technologies. The combination of gamification with
active methodologies, such as project-based learning and artificial intelligence,
represents a promising area for future research, understanding that
gamification is emerging as an innovative tool with high potential to
strengthen reading comprehension in diverse educational contexts.
However, its
implementation must be carefully planned to ensure that the play component does
not replace the pedagogical purpose, but rather enhances it by representing an
innovative and effective strategy to improve students' reading skills. By
integrating game dynamics into the teaching process, more motivating,
interactive and meaningful learning is achieved. Although its implementation
requires careful planning and overcoming certain challenges, the benefits in
terms of engagement, skill development and improved text comprehension make
this methodology a valuable alternative to transform the teaching of reading in
the classroom.
Thus, gamification
represents an innovative and effective strategy to enhance the development of
the inferential level of reading comprehension. By incorporating game dynamics,
it stimulates curiosity, motivation and critical thinking in students,
generating a more meaningful and lasting learning. The implementation of this
strategy requires careful design, balancing playful elements with pedagogical
objectives. Although there are challenges in its application, the benefits in
terms of engagement, motivation and development of reading skills justify its
integration into educational processes. Not only does it transform the way
students interact with texts, but it also promotes autonomous and reflective
learning, essential for their academic and personal development.
Likewise, a rational
use of ludic elements must be maintained, which without a clear educational
purpose, can divert attention from learning and in some
contexts, the lack of access to digital tools can limit the implementation of
gamified strategies.
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