Gamification and digital critical reading in 10th grade students: an innovative experience in Language and Literature teaching in Ecuador
Keywords:
Gamification, critical reading in the digital environment, critical thinking, language and literature, and innovation in education.Abstract
In Ecuador's educational system, elementary school students continue to face challenges in understanding texts, critically reasoning, and constructing arguments. To address this issue, a pedagogical case study was conducted to examine the implementation of digital critical reading strategies and gamification within the Language and Literature curriculum with tenth-grade students at a school in Portoviejo, Ecuador. The research employed a mixed-methods approach, encompassing both explanatory and descriptive elements. Student perception surveys, assessment rubrics, diagnostic and summative tests, and participant observation were used. The findings revealed improvements in written argumentation, active participation, inferential comprehension, and interest in reading. The study concludes that incorporating digital resources and gamified tactics is beneficial for achieving meaningful learning and enhancing essential communication skills for students' academic progress.
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