This article attempts to show how play, namely gamification, can fit
the determined goal of achieving outstanding literacy instruction for Primary
Education children. We first provide a brief overview of the recent history on
the research of literacy and play. We also make reference to strong standards
and gamification in Primary Education childhood classes. To do so, and after
reviewing current research into the issue of gamification and literacy in education,
we describe a practical experience in a state Primary Education school
in Valencia (Spain) connecting gamification and literacy skills. By doing this
we will try to fill a gap found after our search of the literature, which revealed
that to date there are few studies that have investigated practical experiences
of teachers using games. The main objective of the didactic proposal depicted
here was to enhance the children’s literacy skills through gamification in the
field of Teaching English as a Second Language (TESL). Thus, the implementation
of this experience has studied the way of integrating game dynamics in
non-recreational environments to enhance their learning. The design of the
teaching sequence shown here was contextualized by using the picture book
The Gruffalo, and the students as the main protagonist to finally achieve a close
relationship between learning, literacy and entertainment.
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