TY - GEN
T1 - Use of Virtual Tools to Develop Reading Animation and Comprehension Through Gamification for Learning
AU - Sandoval, Lenny Giovanna Herrera
AU - Auccahuasi, Wilver
AU - Peramas, Sandra Paola Tello
AU - Peramas, Juan José Tello
AU - Hilario, Francisco
AU - Palomino, Ilich Ivan Pumacayo
AU - Herrera, Lucas
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - Reading Encouragement
KW - gamification for learning and virtual tools
KW - reading comprehension
UR - http://www.scopus.com/inward/record.url?scp=85142775561&partnerID=8YFLogxK
U2 - 10.1109/ICPS55917.2022.00028
DO - 10.1109/ICPS55917.2022.00028
M3 - Contribución a la conferencia
AN - SCOPUS:85142775561
T3 - Proceedings - 2022 2nd International Conference on Interdisciplinary Cyber Physical Systems, ICPS 2022
SP - 108
EP - 112
BT - Proceedings - 2022 2nd International Conference on Interdisciplinary Cyber Physical Systems, ICPS 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd International Conference on Interdisciplinary Cyber Physical Systems, ICPS 2022
Y2 - 9 May 2022 through 10 May 2022
ER -