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The game is an activity of the human, the adaptation of games for educational purposes is a valuable tool to appropriate knowledge. Gamification, specifically educational Breakout, proposes motivating activities for students. The objective of the research work was to apply the educational Breakout methodology for learning reading comprehension in eighth grade students of the Julio C. Miranda Educational Institution; as a solution strategy to difficulties presented with their reading skills.
The research presented a qualitative approach, being a Pedagogical Action Research, with intervention parameters in the classroom, focused on the teacher's pedagogical practices. It was developed in three moments: Diagnostic test, pedagogical intervention and final test. The pedagogical intervention organized as a didactic sequence, worked with educational Breakouts developed in Genially.com, rotating in a narrative with adventures and missions, presented through readings and reading comprehension of texts, accompanied by recreational activities. At the same time, progress was evident in terms of reading processes, thanks to the feedback offered by the digital environment, promoting the acceptance of the activity that involves reading texts, improving the learning to recognize implicit elements of the communicative situation within of a text.