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ISSN:
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1356
13
Article
Gamification as a strategy to strengthen online English
education in rural areas in Ecuador
La gamificación como estrategia para fortalecer la educación virtual de inglés
en zonas
rurales del Ecuador
Nicole Caroline
Cantos Villao
1
,
*
y
Yana
Inzhivotkina
2
1
Universidad Estatal Península de Santa Elena
,
Ecuador
,
La Libertad
;
https://orcid.org/0009
-
0007
-
7666
-
7142
2
Universidad Estatal Península de Santa Elena, Ecuador, La Libertad;
https://orcid.org/0000
-
0002
-
4297
-
2364
;
yinzhivotkina@upse.edu.ec
*
Correspondenc
e:
nicole.cantosvillao@upse.edu.ec
https://doi.org/10.70881/mcj/v4/n1/106
Abstract:
This study analyzes the effect of gamification as a pedagogical strategy to
strengthen English language learning, student motivation, and engagement in
rural
educational contexts in Ecuador through online instruction. A mixed
-
methods
approach with a quasi
-
experimental design was adopted, involving secondary school
students divided into an experimental group and a control group. The experimental
group rece
ived English instruction through gamified activities, while the control group
followed a traditional online teaching approach. Data collection instruments included
vocabulary and grammar tests, motivation questionnaires, digital platform analytics,
and sem
i
-
structured interviews with students and teachers. The results indicate
significant improvements in basic language skills, as well as increased levels of
motivation and active engagement among students exposed to gamification.
Qualitative findings further
reveal positive perceptions related to learner autonomy,
enjoyment, and reduced anxiety during the learning process. Despite technological
limitations associated with rural settings, gamification emerges as a viable and
effective pedagogical strategy for
strengthening online English education in resource
-
constrained environments.
Keywords:
English language learning; online education; rural contexts; student
motivation.
Resumen:
El presente estudio analiza el efecto de la gamificación como
estrategia pedagógica para fortalecer el aprendizaje del inglés, la motivación
y el compromiso estudiantil en contextos educativos rurales del Ecuador
mediante clases virtuales. La investigación
adopta un enfoque mixto con un
diseño cuasi
-
experimental, en el que participaron estudiantes de educación
secundaria divididos en un grupo experimental y un grupo de control. El
grupo experimental recibió instrucción en inglés mediada por actividades
gami
ficadas, mientras que el grupo de control siguió un enfoque tradicional
en línea. Los instrumentos de recolección de datos incluyeron pruebas de
vocabulario y gramática, cuestionarios de motivación, analítica de la
Cita
tion
:
Cantos Villao, N. C., &
Inzhivotkina, Y. (2026). La
gamificación como estrategia
para fortalecer la educación
virtual de inglés en zonas rurales
del
Ecuador.
Multidisciplinary
Collaborative Journal
,
4
(1), 13
-
21.
https://doi.org/10.70881/mcj/
v4/n1/106
Rec
eived
:
06
/
12
/20
25
Revis
ed
:
11
/
01
/20
26
Ac
cepted
:
14
/
01
/20
26
Publi
s
h
ed
:
1
5
/
01
/20
26
Copyright:
©
by the authors.
This article is an open access
article distributed under the terms
and conditions of the
Creative
Commons License,
Attribution
-
NonCommercial
4.0 International (CC BY
-
NC).
(
https://creativecommons.org/lic
enses/by
-
nc/4.0/
)
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14
plataforma digital y entrevistas semiestr
ucturadas a estudiantes y docentes.
Los resultados evidencian mejoras significativas en el desarrollo de
habilidades lingüísticas básicas, así como un aumento en los niveles de
motivación y participación de los estudiantes expuestos a la gamificación.
Asim
ismo, los hallazgos cualitativos revelan percepciones positivas sobre la
autonomía, el disfrute y la reducción de la ansiedad durante el aprendizaje.
A pesar de las limitaciones tecnológicas propias del contexto rural, la
gamificación se consolida como una
estrategia pedagógica viable y efectiva
para fortalecer la educación virtual del inglés en entornos con recursos
limitados.
Palabras clave:
Gamificación; aprendizaje del inglés; educación virtual;
contextos rurales; motivación estudiantil.
1. Introduc
tion
Teaching English as a Foreign Language (EFL) has become a key component of
students' academic and professional development in a
globalized world. English
proficiency is increasingly associated with access to higher education, digital resources,
and employment opportunities (Abdullah et al., 2025). However, in Ecuador, significant
disparities persist between urban and rural educatio
nal contexts, particularly regarding
access to technological infrastructure, stable internet connectivity, and innovative
pedagogical approaches (Abdullah et al., 2025). These inequalities have a direct impact
on the quality and effectiveness of online edu
cation, which has gained relevance in
recent years due to digital transformation and the need to ensure educational continuity
in vulnerable settings.
In rural areas, online English instruction often relies on traditional, content
-
centred
methods that offe
r limited interaction and low motivational appeal. As a result, students
frequently experience disengagement, reduced participation, and difficulties in
developing basic language skills such as vocabulary, grammar, and pronunciation.
Previous studies indic
ate that lack of motivation and limited learner autonomy are among
the main challenges affecting EFL learning in virtual environments, especially in under
-
resourced contexts (Alfadil, 2020).
In this scenario, gamification has emerged as an innovative pedag
ogical strategy that
integrates game elements [such as points, levels, badges, challenges, and immediate
feedback] into non
-
game learning contexts to enhance motivation and engagement
(Werbach & Hunter, 2012). Research conducted in diverse educational sett
ings
suggests that gamification can improve learner participation, foster autonomous
learning, and support meaningful learning experiences in digital environments.
Studies focused specifically on English as a Foreign Language contexts highlight that
gamif
ied formative assessment tools significantly enhance learner motivation and
engagement, suggesting robust motivational gains from gamification in language
learning environments (Bustami et al., 2024). Moreover, motivation theories such as Self
-
Determinatio
n Theory (Deci & Ryan, 2000), Flow Theory (Csikszentmihalyi, 1990), and
Social Learning Theory (Bandura, 1986) provide a strong theoretical foundation for
understanding why gamified learning environments positively influence student behavior
and learning o
utcomes.
Despite the growing body of international research on gamification in education (Alfadil,
2020; Bustami et al., 2024), empirical studies focusing on its application in rural online
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English education in Ecuador remain scarce (Abdullah et al., 2025)
. This lack of localized
evidence limits educators' ability to make informed decisions about the feasibility and
pedagogical value of gamification in contexts characterized by technological constraints
and reduced instructional support.
Recent analyses of
digital learning among rural
students demonstrate persistent access challenges and evolving pedagogical needs,
reinforcing the importance of investigating adaptive instructional strategies in
underserved contexts (Abdullah et al., 2025). Consequently, ther
e is a need to examine
whether gamification can effectively address motivational and learning challenges faced
by rural students in virtual EFL settings.
Purpose and Objectives of the Study
The purpose of this study is to analyze
the impact of gamification as a strategy to
strengthen online English education in rural areas in Ecuador, considering both
pedagogical outcomes and contextual limitations.
The general objective of the study is:
To analyze the effect of gamification on st
udents’ English language learning, motivation,
and engagement in online classes in rural educational contexts in Ecuador.
The specific objectives are:
•
To evaluate the effect of gamified activities on the development of basic English
language skills, partic
ularly vocabulary and grammar.
•
To examine changes in students’ motivation and engagement levels when
gamification is integrated into online English instruction.
•
To explore students’ and teachers’ perceptions of gamification as a learning
strategy in rural
virtual environments.
•
To identify challenges and opportunities associated with the implementation of
gamification in contexts with limited technological resources.
This study contributes to the existing literature by providing empirical evidence on the
use of gamification in rural virtual English education contexts in Ecuador, a setting that
remains underrepresented in prior research. By focusing on both learning outcomes and
motivational dimensions, the study offers insights into how gamified strategies
can be
adapted to environments with limited technological resources.
2. Material
s and Methods
Research Approach and Design
This study adopted a mixed
-
methods approach with a quasi
-
experimental design to
examine the effectiveness of gamification as a str
ategy to strengthen online English
education in rural areas of Ecuador. The mixed
-
methods approach was selected to
combine quantitative evidence of learning outcomes with qualitative insights into
students’ and teachers’ experiences, providing a more compr
ehensive understanding of
the pedagogical impact of gamification.
The quantitative component followed a pre
-
test
–
post
-
test design with a control group
and an experimental group. The experimental group received online English instruction
supported by
gamified activities, while the control group followed conventional online
instruction without gamification. Due to institutional and contextual constraints, random
assignment was not possible; therefore, intact classes were used, which is consistent
with q
uasi
-
experimental educational research and preserves ecological validity.
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The qualitative component was incorporated to explore participants’ perceptions,
motivation, and engagement during the intervention, complementing the quantitative
findings and suppo
rting data triangulation.
Participants and Context
The study was conducted in a rural secondary school in Ecuador within an online English
language program. Participants were students aged 13 to 16 years, enrolled in
intermediate
-
level English classes. The
total sample consisted of 58 students, divided
into an experimental group [30] and a control group [28].
The rural context was characterized by limited technological resources and inconsistent
internet connectivity, factors that influenced students’ acces
s to digital learning tools and
were considered throughout the implementation of the intervention. English teachers
involved in the program also participated in the qualitative phase of the study by providing
their perspectives through interviews.
Instruct
ional Intervention
The intervention lasted six instructional weeks. During this period, the experimental
group engaged in online English learning activities designed with gamification elements,
including points, badges, challenges, levels, and immediate fe
edback. These elements
were integrated into regular instructional content to support vocabulary development,
grammar practice, and reading comprehension.
The control group followed the same curricular content and learning objectives but was
taught using tr
aditional online instructional methods based on textbooks, worksheets,
and teacher
-
led explanations, without the inclusion of gamified components.
Instruments
To address the research objectives, the following instruments were used:
•
English Language Achieve
ment Test
A pre
-
test and post
-
test were administered to measure students’ performance in
vocabulary, grammar, and reading comprehension.
•
Motivation Questionnaire
A structured questionnaire based on Self
-
Determination Theory was used to assess
changes in st
udents’ motivation, focusing on autonomy, competence, and relatedness in
the online learning environment.
•
Engagement Data from the Digital Platform
Basic engagement indicators, such as task completion and participation frequency, were
collected from the on
line platform to support the analysis of students’ learning
involvement.
•
Semi
-
Structured Interviews
Semi
-
structured interviews were conducted with 10 students and 2 English teachers to
explore perceptions of gamified online learning,
motivational factors, and contextual
challenges in the rural educational setting.
Procedure
The study followed these stages:
•
Week 1: Administration of consent forms, English pre
-
test, and motivation
questionnaire.
•
Weeks 2
–
7: Implementation of the instructi
onal intervention for both groups.
•
Week 8: Administration of the English post
-
test and final motivation
questionnaire.
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•
Week 9: Conducting semi
-
structured interviews and compiling observational
notes.
Data Analysis
Quantitative data from the pre
-
tests and p
ost
-
tests were analyzed using descriptive
statistics (means and standard deviations) to summarize student performance. Paired
-
sample t
-
tests were applied to examine changes within each group, and independent
-
sample t
-
tests were used to compare learning out
comes and motivational levels between
the experimental and control groups. Effect sizes were calculated using Cohen’s d to
determine the magnitude of the observed differences.
Qualitative data obtained from interviews were analyzed using thematic analysis,
identifying recurring patterns related to motivation, engagement, perceived learning
benefits, and challenges of gamified online instruction. The integration of quantitative
and qualitative findings allowed for a more comprehensive interpretation of the r
esults.
Ethical Considerations
Participation in the study was voluntary. Parental consent was obtained for all minor
participants, and confidentiality was ensured through the use of coded identifiers. The
study adhered to institutional ethical guidelines f
or research involving human subjects.
The selected instruments and procedures were aligned with the study objectives,
allowing for the collection of both quantitative data on learning outcomes and motivation,
as well as qualitative insights into participan
ts’ perceptions. This methodological
approach ensured a comprehensive understanding of the impact of gamification in the
studied context.
3. Results
This section presents the main quantitative and qualitative findings derived from the
implementation of gamified activities in online English classes, focusing on language
development, student motivation, engagement, and participant perceptions.
3.1
Quantitative Results
3.1.1
English Language Performance
Students’ English language performan
ce was analyzed through pre
-
test and post
-
test
scores in vocabulary, grammar, and reading comprehension. Descriptive statistics
indicated that both groups started with comparable baseline levels. However, differences
emerged after the intervention period.
The experimental group showed a notable increase in overall English achievement from
pre
-
test (M = 61.4, SD = 7.8) to post
-
test (M = 74.9, SD = 8.1). A paired
-
sample t
-
test
confirmed that this improvement was statistically significant, t(29) = 8.12, p < .0
01, with
a large effect size (Cohen’s d = 1.48).
In contrast, the control group demonstrated a more modest improvement from pre
-
test
(M = 60.7, SD = 8.2) to post
-
test (M = 66.1, SD = 8.5). Although this change was
statistically significant, t(27) = 3.21, p
= .003, the effect size was moderate (d = 0.61).
An independent
-
sample t
-
test comparing post
-
test scores revealed that the experimental
group significantly outperformed the control group, t(56) = 3.97, p < .001, indicating that
the gamified instruction ha
d a stronger impact on English language development than
conventional online instruction.
3.1.2
Motivation and Engagement
Students’ motivation levels were measured using a questionnaire based on Self
-
Determination Theory. At pre
-
test, both groups reported
similar motivational levels.
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Following the intervention, the experimental group exhibited significant increases across
all motivational dimensions.
Mean motivation scores for the experimental group increased from M = 3.1 (SD = 0.6) to
M = 4.0 (SD = 0.5) on
a five
-
point Likert scale. This improvement was statistically
significant, t(29) = 7.05, p < .001, with a large effect size (d = 1.29). Gains were
particularly evident in perceived competence and learning enjoyment.
The control group showed only slight ch
anges in motivation from pre
-
test (M = 3.0, SD
= 0.7) to post
-
test (M = 3.3, SD = 0.6), t(27) = 2.11, p = .044, with a small effect size (d
= 0.40).
Engagement data extracted from the online platform indicated higher participation rates
in the
experimental group. Students exposed to gamified instruction completed a greater
number of learning tasks and demonstrated more consistent participation throughout the
intervention period compared to the control group.
3.2
Qualitative Results
Thematic anal
ysis of semi
-
structured interviews with students and teachers revealed
three dominant themes related to the gamified learning experience.
3.2.1
Increased Motivation and Enjoyment
Students in the experimental group frequently described gamified activities a
s enjoyable
and motivating. Many reported that earning points and badges encouraged them to
complete tasks consistently and reduced feelings of boredom commonly associated with
online English classes. Teachers also noted higher levels of enthusiasm and wil
lingness
to participate during gamified sessions.
3.2.2
Sense of Autonomy and Progress
Participants emphasized that gamified elements allowed them to feel more in control of
their learning. Students reported satisfaction in progressing through levels and
c
ompleting challenges at their own pace, which contributed to a stronger sense of
autonomy and confidence. Visible progress indicators helped students recognize their
improvement over time.
3.2.3
Contextual Challenges in Rural Online Learning
Despite
positive perceptions, students and teachers identified contextual challenges,
particularly unstable internet connectivity and limited access to personal devices. These
factors occasionally affected students’ ability to participate consistently. Nevertheles
s,
participants agreed that gamification helped sustain engagement even when
technological limitations were present.
3.2.4
Integration of Quantitative and Qualitative Findings
The integration of quantitative and qualitative results revealed a consistent pa
ttern.
Statistical improvements in English performance and motivation among the experimental
group were supported by participants’ narratives describing increased engagement,
enjoyment, and perceived learning progress. While contextual limitations remained
a
challenge, the convergence of findings suggests that gamification contributed positively
to strengthening online English education in a rural setting.
4. Discussion
The findings of this study indicate that the integration of gamification into online E
nglish
instruction positively influenced students’ language performance, motivation, and
engagement in rural educational contexts in Ecuador. These results are consistent with
previous research suggesting that gamified learning environments enhance student
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participation and learning outcomes, particularly in virtual settings where traditional
instructional support is limited (Werbach & Hunter, 2012; Alfadil, 2020).
From a motivational perspective, the increase in student engagement observed in the
gamified
group supports the assumptions of Self
-
Determination Theory (Deci & Ryan,
2000). The use of points, levels, and badges appeared to foster learners’ sense of
competence by making progress visible and measurable, while allowing students to
advance at their o
wn pace promoted autonomy. Additionally, collaborative challenges
and leaderboards contributed to a sense of relatedness, which is especially relevant in
rural online environments where learners often experience social isolation. These
findings reinforce t
he idea that gamification can compensate for reduced teacher
presence and limited peer interaction by embedding motivational mechanisms directly
into the learning platform.
The improvement in vocabulary retention and grammatical accuracy aligns with
behavi
orist principles, particularly the role of reinforcement in learning (Skinner, 1953).
Immediate feedback and rewards encouraged students to repeat language tasks, such
as vocabulary practice and grammar exercises, leading to more frequent exposure and
cons
olidation of linguistic forms. This result is consistent with previous studies showing
that gamified repetition enhances memory encoding and reduces cognitive fatigue in
language learning (Alfadil, 2020).
Furthermore, the progressive structure of gamified
activities reflects the principles of
Flow Theory (Csikszentmihalyi, 1990). Students were exposed to tasks that gradually
increased in difficulty, maintaining a balance between challenge and skill. This balance
appears to have contributed to sustained atte
ntion and reduced anxiety, which is a
common barrier in English as a Foreign Language (EFL) learning. By framing errors as
part of the game rather than as failures, the gamified environment encouraged
experimentation and active participation without fear o
f negative evaluation.
Social Learning Theory (Bandura, 1986) also provides a useful framework for interpreting
the results. The visibility of peers’ progress through leaderboards and shared
achievements may have promoted observational learning and social
modeling. Students
reported increased motivation when they could compare their performance with
classmates, suggesting that social dynamics embedded in gamification can reinforce
learning behaviors even in virtual rural classrooms.
Despite these positive o
utcomes, the findings also highlight contextual challenges
related to technological access and connectivity. While gamification enhanced
engagement, intermittent internet access occasionally limited students’ ability to
participate consistently. This suppo
rts previous research emphasizing that technological
constraints remain a critical factor in rural digital education and must be considered when
implementing innovative strategies (Elliot & Dweck, 2005). Therefore, gamification
should be designed with flex
ibility, allowing asynchronous participation and low
-
bandwidth functionality to ensure inclusivity.
Overall, the results suggest that gamification is not merely a motivational add
-
on but a
pedagogically meaningful strategy that supports language developmen
t, emotional
engagement, and learner autonomy in rural online English education. By aligning game
mechanics with established learning theories, gamification offers a viable approach to
addressing educational gaps and enhancing the quality of virtual instru
ction in under
-
resourced contexts.
Unlike previous studies conducted mainly in urban or well
-
resourced settings, the
present findings demonstrate that gamification can be effective even in rural virtual
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environments with technological constraints. This ext
ends existing research by
highlighting the adaptability of gamified strategies to contexts often excluded from digital
innovation initiatives.
5. Conclusiones
This study analyzed
the effectiveness of gamification as a strategy to strengthen online
English education in rural areas of Ecuador. The findings confirm that gamification
constitutes a pedagogically meaningful and contextually viable approach for enhancing
virtual English
instruction in underserved rural settings where student engagement and
sustained participation remain persistent challenges.
Results demonstrate that students exposed to gamified instruction showed notable
improvements in vocabulary acquisition and grammat
ical accuracy compared to peers
receiving traditional online instruction. Learners in the experimental group exhibited
higher levels of motivation and engagement, as reflected in increased task completion
rates and positive shifts in motivational scale sco
res. Qualitatively, students experienced
gamified learning as more enjoyable, less anxiety
-
inducing, and better aligned with their
digital habits, reporting greater autonomy, competence, and persistence. Teachers
perceived gamification as a tool that facil
itated classroom management and encouraged
active participation, even among previously disengaged learners.
The study also highlights contextual constraints that must be addressed for consistent
implementation. Limited internet connectivity, restricted acc
ess to digital devices, and
varying levels of teacher familiarity with educational technologies affected participation
consistency for some students. These challenges underscore the importance of
institutional support, targeted teacher training, and adapti
ve instructional design when
implementing gamification in low
-
resource environments.
In conclusion, gamification emerges as a strategic pedagogical approach capable of
strengthening online English education and reducing engagement gaps in rural
contexts.
When thoughtfully designed and aligned with clear learning objectives, gamified
instruction can foster meaningful language learning, promote learner autonomy, and
support educational equity. Future research should explore longer intervention peri
ods,
integration of additional language skills, and scalability of gamified models across diverse
rural educational contexts.
C
ontributions
authors
:
Conceptualization, N.C.C.
-
V; methodology, N.C.C.
-
V; formal
analysis, N.C.C.
-
V; investigation, N.C.C.
-
V; re
sources, N.C.C.
-
V; original draft writing,
N.C.C.
-
V; writing, revision, and editing, I.
-
Y; visualization, N.C.C.
-
V and I.
-
Y; supervision,
I.
-
Y. All authors have read and accepted the published version of the manuscript.
F
unding
:
This research has not
received external funding.
A
cknowledge
s
:
The authors acknowledge the support of Universidad Estatal Península
de Santa Elena and extend sincere thanks to all participating students and educators
whose commitment and engagement were fundamental to the succ
essful completion of
this research.
Data availability statement
:
The data are available upon request from the
corresponding authors.
:
nicole.cantosvillao@upse.edu.ec
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Conflict of interest
:
The author
s declare no conflict of interest
.
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