This systematic review examines gamification as a teaching strategy that can enhance the teaching-learning processes of literacy by making them more dynamic, participatory, and meaningful for students in General Basic Education (EGB). The objective of this study is to analyze the contributions of gamification as a teaching strategy for strengthening literacy. It was conducted using the PRISMA methodology, involving an exhaustive literature search in academic databases such as Scielo, Latindex, and Scopus, considering publications from 2020 to 2026. Initially, 582 articles were identified; after applying the inclusion and exclusion criteria, the screening process, and the eligibility assessment, 15 relevant scientific articles were selected for the final analysis. The results highlight that gamification increases interest, motivation, active participation, critical thinking, and meaningful learning, thereby promoting the development of skills such as reading comprehension, written production, and other communication competencies. Furthermore, both international and national studies agree that the proper implementation of strategies requires adequate instructional planning and teacher training. In conclusion, gamification is an effective and relevant instructional strategy for strengthening literacy, providing scientific evidence that supports its incorporation into academic processes and its contribution to a transformative and inclusive education.
It is concluded that gamification represents a promising pedagogical approach for lower secondary education when aligned with curricular objectives and the competencies established by the Brazilian National Common Curricular Base (BNCC), contributing to more meaningful, participatory, and student-centered learning expe...
Belarmino Carneiro da Silva, Rozineide Iraci Pereira da Silva· Revista Ibero-Americana de H...· 0 citations
Issues related to the lack of a longitudinal approach and standardized measurement in research conducted in unfamiliar locations are pinpoints and practical suggestions for use are offered for use when creating gamified studies.
Jennelli D. Dasalla, Jovalyn K. Ciriaco, Roida B. Tacuyo et al.· Journal of humanities and so...· 0 citations
Mathematical communication is an important tool in the process of teaching and learning mathematics, as it promotes conceptual understanding, critical thinking, and problem-solving; however, there are gaps that hinder its promotion in secondary and higher education. The objective of this study was to identify effective...
Sussy De los Rios Botteri, Gerardo Omar Conde Cervantes· Espirales: Revista Multidisc...· 0 citations
It is concluded that gamification should be considered a complementary pedagogical strategy rather than a replacement for traditional teaching methods because its effectiveness depends on the alignment between game elements, educational objectives, learner characteristics, and teacher mediation.
Evelyn Carolina, Macías Silva, Marco Antonio et al.· 0 citations
Critical thinking is an essential competency for addressing the challenges of contemporary education. The objective of this systematic review was to analyze the teaching strategies with the strongest scientific support for its development across different educational contexts. The study was conducted according to the P...
Violeta Chamaya Becerra, Juan Pedro Soplapuco Montalvo· Minerva· 0 citations
The science learning process in elementary schools still experiences various obstacles in presenting abstract material for students at the concrete operational stage. This study aims to examine trends, effectiveness, and various factors that support and hinder the use of Canva in science learning in elementary school....
Ayu Meita Sari Solehah, Rohmani Rohmani· Berkala Ilmiah Pendidikan· 0 citations
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