Gamification and Literary Reading
An escape game study on "Amor de perdição"
Abstract
The National Reading Plan (PNL2027) initiative, “Reading, Writing, Technologies: Learning Scenarios”, identified and disseminated, between 2019 and 2024, practices for using digital technologies to promote reading and improve learning in all stages of education, including the use of games and gamification. In this text, we describe one of the Learning Scenarios published in the context of this initiative: the Educational Escape Game “Mission Amor de Perdição”, which was the subject of a case study with students from three vocational education classes from different public schools. The results obtained on the teaching strategy show that the students enjoyed developing the activity, which increased their motivation to read and study the literary work, realising that they learned more because it was a game.
