GAMIFYING LITERACY: USABILITY AND READING EXPERIENCE IN THE GRAPHOGAME APP
DOI:
https://doi.org/10.1590/SciELOPreprints.5304Keywords:
gamification, literacy, teaching, readingAbstract
The goals of this article are twofold: assessing GraphoGame Brasil’s usability and analyzing the reading experiences proposed by the application in a series of lessons based on phonics instruction. Results show that, in terms of usability, the application presupposes a user who is familiar with technology; in some cases, children needed the help of an adult to navigate the app because the initial images and animations did not provide enough information for them to use it independently. When it comes to the reading experience proposed, it is clear from the first lessons that the app mostly emphasizes repetition of sounds and identification of phonemes-graphemes without much context. This strategy can also be verified in the app’s other exercises.
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Copyright (c) 2022 Adriana Cavalcanti dos Santos, Amanda Loyse da Silva Alves, Elisane Barbosa de Araújo, Nádson Araújo dos Santos

This work is licensed under a Creative Commons Attribution 4.0 International License.
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