Use of Virtual Tools to Develop Reading Animation and Comprehension Through Gamification for Learning

Lenny Giovanna Herrera Sandoval, W. Auccahuasi, Sandra Paola Tello Peramas, Juan José Tello Peramas, Francisco Hilario, Ilich Ivan Pumacayo Palomino, Lucas Herrera
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Abstract

This literature review article compiles information from the most relevant studies on the use of strategies to encourage reading, reading comprehension, and gamification for learning through virtual tools, applied to the initial level II cycle. In addition, the perspective of the mentioned authors led to suggest that the use of virtual tools in recent times has been of great help because it has motivated students to read and research more about a particular topic and this has allowed students to learn better and in a more fun and interesting way. Likewise, the bibliographic review was accompanied by a systematic search in the databases of Scopus, EBSCO, ProQuest, among others, which made it possible to identify the most outstanding authors for this study, for which they went through a meticulous filter respecting the PRISMA flowchart. On the other hand, we began with 165 studies and after a detailed systematization, 29 studies were selected that met specific characteristics and factors for this study. Likewise, a series of criteria that can help us to evaluate the quality of a literature review article by applying the descriptive method is pointed out.
通过游戏化学习,使用虚拟工具开发阅读动画和理解能力
这篇文献综述文章从最相关的研究中收集了信息,这些研究是关于通过虚拟工具鼓励阅读、阅读理解和游戏化学习的策略的使用,适用于初级II级循环。此外,上述作者的观点表明,最近虚拟工具的使用有很大的帮助,因为它激励学生更多地阅读和研究一个特定的主题,这使得学生以一种更有趣的方式更好地学习。同样,在文献回顾的同时,还在Scopus、EBSCO、ProQuest等数据库中进行了系统搜索,从而有可能为本研究确定最杰出的作者,为此他们经过了严格的PRISMA流程图筛选。另一方面,我们从165项研究开始,经过详细的系统化,选择了29项符合本研究特定特征和因素的研究。同样,一系列的标准,可以帮助我们评估质量的文献综述文章应用描述性的方法指出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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