ADVENTURE NARRATIVES: AWAKENING INTEREST IN LITERARY READING THROUGH GAMIFICATION
Gamification; literary reading; reader training
This research project aims to carry out a pedagogical activity to work on the introduction to literary reading with 6th grade students, using the gamification strategy, based on the perception of the plot and space characteristics of classic western adventure narratives, having the literary text as a starting point in teaching, in the development of language and the individual, taking into account its intertextual and multi-significant nature, which is essential for the formation of a competent reader. Thinking about the reading process through strategies, showing ways to students for the act of reading, we used Vicente Jouve's Prediction (2000, p.78). Other important theorists to discuss the notion of reading at work are Freire (1989), Rouxel (2004), Mortatti (1995), Martins, 1994, among others. The work chosen for reading with the class was Alice in Wonderland, by Lewis Carroll, and the format of the game to be proposed is the board, for whose construction the elements of space and plot will be used.