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