THE CONTRIBUTIONS OF CONTENT GAMIFICATION IN THE LITERACY AND LITERACY PROCESS: A LITERATURE REVIEW
DOI:
https://doi.org/10.51891/rease.v9i8.10906Keywords:
Literacy. Literacy. TICs. Gamification. Training.Abstract
This article aims to analyze the process of literacy and literacy of students through the gamification of content developed in the classroom. Because we know the importance of engagement between students and educators in a new perspective of the teaching-learning process. With this, the education professional on new methods of literacy and literate students of all ages and needs; to help teachers of the initial series to engage with new technologies in education as well as to engage students who find technology highlighted in games as something more attractive and to know the contributions to develop literacy and literate skills in students. The methodology adopted was based on an integrative review bibliographic research, based on research already published on secure platforms such as: Sucupira, Scielo, Anima Educação, Capes, Google Scholar, from 2014 to 2022. In addition, scholars that evidenced through their literature on gamification in the literacy and literacy process of students. The topic under study awakens a perception that currently students are very connected to games and digital media, they disperse from studies and impoverish their previous knowledge. Seeking to suggest to the teacher to create playful activities within the digital context, this is what is expected of this article, so that teachers can apply these technological games in the proposed activities that alphabetize and write simultaneously, making the playful activities, meaningful, effective learning and classroom more pleasant to be taught. Keywords: Literacy, Literacy, ICTs, Gamification, Student.
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Atribuição CC BY