Gamification and Playful Learning in Early Literacy: Impact on the Promotion of Reading Habits in Basic General Education

Authors

DOI:

https://doi.org/10.70577/hz15se33

Keywords:

Gamification, Playful Learning, Literacy, Reading Habits, Basic Education, Reading Motivation

Abstract

Introduction: Literacy acquisition constitutes a fundamental milestone in the academic trajectory of Basic General Education students. However, traditional methodologies focused on mechanical repetition have shown limitations in stimulating motivation and the development of reading habits. Objective: To analyze the impact of gamification and playful learning on early literacy for fostering reading habits in second-grade students of Basic General Education. Methodology: A quasi-experimental design with pretest-posttest measurements was employed under a mixed approach. Twenty-eight students from María Teresa Dávila de Rosania School in Quito, Ecuador participated. Standardized literacy tests, reading motivation scales, and semi-structured teacher interviews were applied. The intervention consisted of an eight-week program integrating gamification elements (narratives, badges, levels, immediate feedback) and playful activities adapted to the national curriculum. Results: Findings showed statistically significant improvements in decoding skills (t = 4.87, p < .001, d = 0.92), grapheme recognition (t = 5.23, p < .001, d = 1.04), and reading motivation (t = 4.12, p < .001, d = 0.78). Qualitative analysis revealed increased active participation, enjoyment of reading activities, and self-perception as competent readers. Conclusions: The integration of gamification and playful learning represents an effective pedagogical strategy to strengthen initial literacy and foster positive attitudes toward reading in early school-age students.

Downloads

Download data is not yet available.

References

Alotaibi, M. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa

Calderón Arévalo, M. Y., Flores Mejía, G. S., Ruiz Pérez, A., & Castillo Olsson, S. E. (2022). Gamificación en la comprensión lectora de los estudiantes en tiempos de pandemia en Perú. Revista de Ciencias Sociales, 28, 63-74. https://doi.org/10.31876/rcs.v28i.38145

Calle, A., & Castro, A. (2022). Desarrollo de la lectoescritura con gamificación en niños del segundo de básica. Ciencia Digital, 6(4), 102-118. https://doi.org/10.33262/cienciadigital.v6i4.2326

Çalışkan, E. F., & Ulaş, A. H. (2022). The effect of parent-involved reading activities on primary school students' reading comprehension skills, reading motivation, and attitudes towards reading. International Electronic Journal of Elementary Education, 14(4), 509-524. https://doi.org/10.26822/iejee.2022.258

Castles, A., Rastle, K., & Nation, K. (2018). Ending the reading wars: Reading acquisition from novice to expert. Psychological Science in the Public Interest, 19(1), 5-51. https://doi.org/10.1177/1529100618772271

Catagña-Simbaña, J. P., & Alulema-Alulema, L. I. (2024). Desarrollo de la competencia lectora mediante la gamificación en el subnivel elemental. MQRInvestigar, 8(3), 4117-4139. https://doi.org/10.56048/MQR20225.8.3.2024.4117-4139

Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.

Cremin, T., & Scholes, L. (2024). Reading for pleasure: Scrutinising the evidence base – benefits, tensions and recommendations. Language and Education, 38(4), 537-559. https://doi.org/10.1080/09500782.2024.2324948

Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). SAGE Publications.

Cubillos, J. P. (2023). A chip off the old block: Do reading-motivated parents raise reading-motivated children? Reading Research Quarterly, 58(4), 589-607. https://doi.org/10.1002/rrq.504

García Villanueva, J., Hernández Ramírez, C. I., & López Sánchez, M. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033

Guerrero, Y. E. L., & Bosquez, V. A. (2026). Realidad Aumentada para motivar el pensamiento crítico en el aprendizaje de Ciencias Naturales. MENTOR Revista de Investigación Educativa y Deportiva, 5(13), 264-273. https://doi.org/10.56200/mentor.v5i13.11547

Gillon, G., McNeill, B., Scott, A., Gath, M., Macfarlane, A., & Taleni, T. (2024). Large scale implementation of effective early literacy instruction. Frontiers in Education, 9, 1354182. https://doi.org/10.3389/feduc.2024.1354182

Gray, J. R. (2023). The practice of nursing research (9th ed.). Elsevier.

Hernández-Sampieri, R., & Mendoza Torres, C. P. (2018). Metodología de la investigación: Las rutas cuantitativa, cualitativa y mixta. McGraw-Hill.

Kocaarslan, M. (2016). Adaptation of Reading Attitude Survey with Garfield Picture for 1-6th grade students to Turkish. Elementary Education Online, 15(4), 1217-1233. https://doi.org/10.17051/io.2016.32656

Li, L., Zhang, J., Guo, Z., & Wang, Y. (2024). The mobile gamification for early literacy: An analysis of learning outcomes and engagement. Journal of Advances in Humanities Research, 3(4), 1-17. https://doi.org/10.56868/jadhur.v3i4.234

Li, Z., Yang, M., & Zhang, K. (2023). A meta-analysis of gamification effects on learning outcomes. British Journal of Educational Technology, 54(2), 545-568. https://doi.org/10.1111/bjet.13287

Luarn, P., Chen, C. C., & Chiu, Y. P. (2023). Enhancing intrinsic learning motivation through gamification: A self-determination theory perspective. International Journal of Information and Learning Technology, 40(2), 145-158. https://doi.org/10.1108/IJILT-07-2022-0145

Maciejewski, M. L. (2020). Quasi-experimental design. Biostatistics & Epidemiology, 4(1), 38-47. https://doi.org/10.1080/24709360.2018.1477468

Manzano-León, A., Ait Abdellah, H., Rodríguez Moreno, J., & Aguilar Parra, J. M. (2023). El juego como recurso de aprendizaje para trabajar la lectoescritura: Revisión sistemática. Brazilian Journal of Education, Technology and Society, 16(4), 914-926. https://doi.org/10.14571/brajets.v16.n4.914-926

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247

Meneses Sánchez, R. M., Avella Bermúdez, M. C., & Lizcano Dallos, A. R. (2022). Gamificar con juegos digitales y no digitales para mejorar la comprensión lectora inferencial en estudiantes de quinto primaria. Revista Electrónica en Educación y Pedagogía, 6(10), 89-106. https://doi.org/10.15658/rev.electron.educ.pedagog22.04061006

Ministerio de Educación del Ecuador. (2016). Currículo de EGB y BGU: Lengua y literatura. Ministerio de Educación.

National Early Literacy Panel. (2008). Developing early literacy: Report of the National Early Literacy Panel. National Institute for Literacy.

Orellana, P., Melo, C., Baldwin, P., de Julio, S., & Pezoa, J. (2020). The relationship between motivation to read and reading comprehension in Chilean elementary students. Reading and Writing, 33, 2437-2458. https://doi.org/10.1007/s11145-020-10051-3

Otzen, T., & Manterola, C. (2017). Técnicas de muestreo sobre una población a estudio. International Journal of Morphology, 35(1), 227-232. https://doi.org/10.4067/S0717-95022017000100037

Ramírez Ruiz, J. J., Vargas Sanchez, A. D., & Boude Figueredo, O. R. (2024). Impact of gamification on school engagement: A systematic review. Frontiers in Education, 9, 1466926. https://doi.org/10.3389/feduc.2024.1466926

Romero-González, M., Lavigne-Cerván, R., Gamboa-Ternero, S., Rodríguez-Infante, G., Juárez-Ruiz de Mier, R., & Romero-Pérez, J. F. (2023). Active home literacy environment: Parents' and teachers' expectations of its influence on affective relationships at home, reading performance, and reading motivation in children aged 6 to 8 years. Frontiers in Psychology, 14, 1261662. https://doi.org/10.3389/fpsyg.2023.1261662

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

Shen, L., Lai, Y., & Wang, C. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15, 1295709. https://doi.org/10.3389/fpsyg.2024.1295709

Sullivan, G. M., & Feinn, R. (2012). Using effect size—or why the P value is not enough. Journal of Graduate Medical Education, 4(3), 279-282. https://doi.org/10.4300/JGME-D-12-00156.1

Tenorio, S., Tenorio, W., & Carrera, R. (2022). Gamificación en el proceso de lectoescritura. LatinREV Red Latinoamericana de Revistas en Ciencias Sociales, 3(5), 45-58.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19(2), 187-214. https://doi.org/10.1177/15554120231158625

Published

2026-03-02

How to Cite

Gamification and Playful Learning in Early Literacy: Impact on the Promotion of Reading Habits in Basic General Education. (2026). Innovación Integral, 3(1), 209-229. https://doi.org/10.70577/hz15se33

Similar Articles

1-10 of 15

You may also start an advanced similarity search for this article.