Entorno virtual de aprendizaje centrado en la gamificación para el desarrollo de la competencia literaria
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In the present report of work of degree the design of a virtual learning environment (EVA) is carried out that has the purpose of developing the critical reading and to foment the habit of reading in the students of sixth grade of the Institute San Pablo Apóstol. The work of degree takes advantage of the benefits of the EVA and applies it to a gamification approach, which allows to use own dynamics of the games, such as challenges, missions, trophies, avatars, achievements, badges, among others; in educational contexts. The metaphor that contextualizes the development of EVA locates students in the year 3050 and proposes to be a group of travelers in time that must correct the mistakes of the past and thus save their present. The development of the proposal is framed by the ADDIE instruction model.