Multidisciplinary Collaborative Journal
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ISSN:
3073
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1356
101
Article
Gamification strategies to promote motivation in English Language Learning
among 14
-
year
-
old students
Estrategias de gamificación para promover la motivación en el aprendizaje
del inglés
entre estudiantes de 14 años
Erika Estefania Buenaño Sisa
1
,
*
y
Israel Guillermo Bravo Bravo
2
1
Universidad Estatal Península de Santa Elena
,
Ecuador
,
La Libertad
;
https://orcid.org/0009
-
0007
-
3985
-
8257
2
Universidad Estatal Península de Santa Elena, Ecuador, La Libertad;
https://orcid.org/0000
-
0003
-
0648
-
4061
;
ibravo@upse.edu.ec
*
Correspondenc
e:
erika.buenanosisa@upse.edu.ec
https://doi.org/10.70881/mcj/v4/n1/112
Abstract
:
Teaching English is a complex process for students who do not
speak it as their native language and find it uninteresting, which leads to
boredom in English classes. It highlights a problem in language learning, as
students have no interest in the subject. This article aims to implement playful
activities to create a
more active and thoughtful educational environment,
such as gamification, one of the most interesting strategies in teaching. By
playing different games that are not only entertaining but also educational,
students learn and improve their language skills
through challenges and
rewards. Ultimately, students develop an interest in learning and improve
their language skills
.
Keywords
: gamification; active; dynamic; teaching;
performance
Resumen:
La enseñanza del idioma inglés es un proceso complejo en
estud
iantes que no es su lengua nativa y lo ven como algo poco interesante
lo que conlleva a un aburrimiento en las clases de inglés.
Esto da énfasis a
un problema en el aprendizaje del idioma ya que los estudiantes no tienen
interés por la materia. Este artícu
lo tiene como objetivo implementar
actividades lúdicas, dando espacio a un entorno educativo más activo y
pensante como la gamificación que es una de las estrategias más
interesantes en la enseñanza. Realizando diferentes juegos, pero no solo
son de entret
enimiento sino educativos, quiere decir que mediante retos y
recompensas los estudiantes aprendan y mejoren el rendimiento en el
idioma.
Finalmente, los estudiantes tengan ese interés por aprender,
mejorando en sus habilidades lingüísticas.
Palabras claves:
gamificación, activo, dinámicas, enseñanza, rendimiento
Cita
tion
:
Buenaño Sisa, E. E., &
Bravo Bravo, I. G. (2026).
Estrategias de gamificación para
promover la motivación en el
aprendizaje del inglés entre
estudiantes de 14
años.
Multidisciplinary
Collaborative Journal
,
4
(1), 101
-
119.
https://doi.org/10.70881/mcj/
v4/n1/112
Received:
10/12/2025
Revised:
16/01/2026
Accepted:
18
/01/2026
Published:
20
/01/2026
Copyright:
2026
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).
(
htt
ps://creativecommons.org/lice
nses/by
-
nc/4.0/
)
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1. Introduc
tion
English is one of the most important languages worldwide, making it essential for
students' future success. Teachers need to seek alternatives for transforming
Engl
ish language learning, driven by technological advances, since these digital
technologies are now available to everyone, enabling pedagogical transformation
to meet students' evolving expectations (Pérez & Gómez, 2023). It is important
to implement pedagog
ical approaches that not only introduce traditional
knowledge but also foster an active approach that enhances student motivation
and emotional state (Anisa et al., 2020). It is based on the idea that they have
enjoyable encouragement for successful learni
ng. Technology is one of the most
sought
-
after resources, and it is essential to decide how to benefit students in
their English language learning.
According to
(
Ahmadi, 2018) one of the most
important processes that has emerged is the use of
technology, which is currently
used to improve the teaching of different languages, allowing teachers to
incorporate it into the classroom and enhance learning. Technology is a vital tool
that enhances the educational environment and thus helps achieve the
objectives
expected for future generations, making the English language a feasible and
beneficial means of communication for young people. To this end, this research
analyzes how students can improve their learning skills through the beneficial
integratio
n of technology.
Gamification is one of the strategies that has gained significant relevance in the
world of knowledge recently (Pérez & Gómez, 2023). It involves applying game
dynamics in non
-
playful settings. It allows us to recognize students' weaknesse
s
and develop innovative strategies, as gamification has recently gained significant
relevance in the world of knowledge. It involves applying game dynamics in non
-
playful environments to foster positive attitudes among students (Sari, 2021).
This approach
is leading to a drastic change in education, innovating different
ways of teaching students so that a classroom is not simply a monotonous place
to receive lessons, but, on the contrary, an environment of joyful games. Including
these different games help
s increase students' motivation and productivity (Anisa
et al., 2020).
It is important to emphasize that integrating games into teaching requires more
than simply adopting any game; each is designed with the subject matter in mind.
Several analyses conduc
ted during academic periods in the field of English
language teaching have shown that the use of gamification can significantly
improve each student's academic performance, helping them participate in and
attend classes much better than before (Anisa et al
., 2020). These different
activities help to include teamwork as part of their lives. While some students
prefer individual work, isolating themselves from the outside world, the purpose
of teaching is to include all students in cooperative work so they ca
n learn
together the different topics covered in the classroom, thus gaining feedback and
diverse learning styles (Sari, 2021). The objective of this research is to analyze
various gamification strategies that enhance English language learning (Pérez &
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Góm
ez, 2023).
Teachers must also be motivated to convey this desire to learn to
their students, because they are a reflection of those who impart each lesson. If
the teachers explore each of the processes, they will see that a lack of motivation
will not only
affect students in the classroom but also outside of it. Ultimately, the
goal is for students to develop their English language skills progressively
(
Alhamdawee,2022).
1.1
What is Gamification?
Gamification is a method that can be used in the
classroom to enable deeper
interaction between teachers and students in unexpected ways (Pérez & Gómez,
2023). As everyone knows about learning, it should be emphasized that this
method is not just a game mechanic in which the teacher decides to play a gam
e
and the students have fun or follow instructions, and the process is over. On the
contrary, it includes educational contexts that students do not see as a simple
game but as a way of learning through dynamics that are relevant to their learning
(Sari, 20
21). However, it should be noted that in teaching a new language,
several important skills must be developed and refined so that, in the future, their
education will benefit. For this, they can use vocabulary games, reward systems,
team competitions, narra
tives, and missions (Anisa et al., 2020).
A significant
impact has been noted in the use of gamification to motivate students to learn a
new language, such as English, and thus achieve academic success and
achievement within the field of education, demonst
rating that the inclusion of
games has excellent validity in different skills, such as oral, written, reading, and
speaking, in students (Huseinović, L., 2023). This includes an entire educational
community in which parents, authorities, teachers, and stud
ents participate, all
sharing the same goal. For students to engage in learning in a more relaxed and
conscious way, understanding that learning a new language is not something
monotonous that anyone can do, but rather a group effort and union in which the
educational society increasingly sees prosperity and growth, always putting the
education of children, young people, and adults as paramount in our lives. It is
much better than applying different techniques that contribute to education, such
as using the
se dynamic games to teach a new language in the environment
where it is used. Analysis has shown that learning is more effective when it takes
place through games, as educational environments are satisfied with the results
and want to see even more of thes
e strategies in the classroom (Wang,2023).
1.2
The importance of using gamification in learning the English language
Gamification has become a more interesting and meaningful learning evolution
in learning a new language, taking as an example the memoriza
tion of grammar
rules or vocabulary with activities that activate the intellectual system in students,
allowing them to use the language in real time, interacting with people around
them, applying their knowledge, and not just staying on the interface as
s
omething spontaneous, but rather making it fruitful in their lives. There are
several benefits to using gamification in English language teaching, such as
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encouraging students to engage in different areas of their daily lives and to
actively learn, helping
them make decisions and solve problems by applying the
language they have learned during their learning period. The importance of
gamification lies in its adaptability across different environments and learning
styles, making it applicable to students of
any age. The performance and
motivation of a group of students are essential in the educational field, and the
use of gamification has achieved this in a fruitful way, such as through
cooperative challenges, improved language skills, and a greater sense of
success within the educational community. (Begmatov,2024). Currently, teachers
and students can use various technological tools, each with its own benefits and
strategies.
Teachers can adapt them to the class they want to teach, or if they want to modify
games, they can do so because these platforms allow them to create interactive
quizzes that are not as simple as one might imagine, but instead take the form of
competitions
between students, leading to an interface for interaction between
them, transforming the classroom into a world of adventure where teachers and
students complete tasks but differently and actively (Sari, 2021). One way
teachers can help students become mo
re enthusiastic about learning English is
by supporting their intrinsic and extrinsic motivation, which helps them learn by
fostering a desire to learn and the pleasure of incorporating this learning into their
daily lives (Anisa et al., 2020). In the futu
re, this is expected to yield great results,
with achievements visible. This is why gamification is one of the most direct ways
to meet these expectations.
In this medium, there are reward games, challenges, and different levels, where
each student is view
ed as a competitor, challenging various learning panels in
which they learn and are motivated to advance their learning intrinsically. When
playing the dynamic games the teacher assigns, each of them puts all their
interest and focus into achieving objecti
ves that lead them to reach higher and
higher levels (Pérez & Gómez, 2023). At the same time, this indicates that they
have the correct autonomy of knowledge where they can express themselves
and interact with each other, challenging the different teaching
statuses.
However, this analysis will focus on one of the four language skills, namely
writing, since through gamification, 14
-
year
-
old students learn and develop
different grammatical structures, which are extremely important when writing any
paragraph on any topic. To summarize, the importance of gamification in English
language teaching is that it allows different activities or tools, such as Duolingo,
Quizizz, and Kahoot, to adjust learning to each student's real
-
time needs,
allowing them to
learn outside the classroom or learn vocabulary through clue
games or by downloading apps to their phones that encourage grammar
reinforcement and better cohesion in English learning (Gangaiamaran &
Pasupathi, 2017). One of the important things is that di
fferent cultural contexts
are related, such as including students who have problems learning, such as
dyslexia, anxiety, or depression, since in these situations, it is tough to make
significant progress in education. However, with the help of this methodo
logy and
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technology, favorable changes will be achieved in the environments they live in,
thus offering accessible and personalized environments (Aziz & Zakaria, 2019).
1.3
Behaviorism
Behaviorism is an approach to studying student behavior, in which envi
ronmental
stimuli can modify their attitudes during educational activities within the institution
(González & Quezada, 2021). At the beginning of the 20th century, authors such
as John B. Watson and B.F. Skinner viewed behaviorism as a transformation in
be
havior, as it seeks to obtain results through the inclusion of responses and
stimuli. Another way to address negative behavior students may exhibit is through
reinforcement, either positive or negative. In addition, one of the key elements is
punishment, w
hich these authors indicate is fundamental for adapting the
behavior required of students and may lead to a change in the future for each of
them, depending on the actions that may occur during the educational day
influencing the undesirable behavior not t
o be repeated on other occasions
because this theory indicates that punishment helps to reduce these actions,
leading to appropriate behavior in the educational society (Gunnars, 2021).
Pavlov conducted a study with dogs that demonstrated the concept of a
conditioned stimulus, and Skinner conducted a study with rats and pigeons that
led to operant conditioning, emphasizing stimulus
-
response. (González &
Quezada,2021).Gamification in relation to behaviorist theory indicates that in the
education system, when
teaching a new language, teachers look for different
ways to influence this learning enjoyably and productively, where different
recreational games and entertainment are incorporated into the learning process
differently so that students have fun and play
without the pressure of memorizing
a topic exactly, and where students receive rewards, extra points, level up, or
even earn medals in these games. It is seen as a reward for them, creating a
stimulus
-
response pattern with behaviorism. In contrast, when s
tudents are
unable to level up or earn one of these rewards in each game, a mild punishment
is introduced: not earning the same points or remaining at the same level, and
not continuing to advance. It seeks to correct this type of behavior and instill in
s
tudents who may not be concentrating enough the need to put more emphasis
and effort into these situations.
It means that behaviorism leads students to understand that if they put more effort
into achieving a goal and behave appropriately in these situatio
ns, they will
receive valuable rewards for their performance. Otherwise, if they do not have
the same interests, they will obviously receive low rewards, which are seen as
punishments. However, this theory seeks to correct this type of behavior, which
stud
ents often see as monotonous and of no use to them in the future. Sometimes
they do not see the point of learning another language, and this theory seeks to
indirectly instill in students an interest in the subject and achieve great goals
(Gunnars, 2021).
B
ehaviorism is one of the sciences that focuses on improving
learning through student participation, as it had an important methodological
focus during the 20th century, leading these decades to be considered a
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behaviorist tool that seeks to obtain differen
t results in student learning, now
considered by scientists as different perspectives to encourage students to learn
well by changing their behavior
(Gunnars,2021).
Constructivism
Jean Piaget is considered one of the founders of constructivism, which is based
on learning through the integration or assimilation of new material, as this allows
students to relate learning to their environment, providing a balance for new
learning (The
Fountain Magazine,2004). This theoretical foundation aligns
perfectly with gamification, as both prioritize a more interactive learning
experience for students, both with each other and with the English language. At
the same time, it seeks to motivate each
student in an educational environment
that they often find uninteresting, especially when it comes to learning English,
which they see as tedious and dull.
Constructivism, on the other hand, applies to students who are highly motivated
to learn through t
he experiences they gain each day in the classroom, making
fundamental changes through play and social interaction that they practice,
helping them improve their language skills and future practices. One of the
situations that prompted teachers to teach in
a different and improved way was
the Industrial Revolution, which forced these changes. It should be noted that it
depends on the characteristics of the students, as each learns according to their
skill type. Gamification helps young people understand sub
ject matter more
easily through a constructivist lens, using a qualitative approach (Rohman &
Fauziati, 2022). The main objective of the study is to develop a model integrating
constructivism and gamification to improve students' self
-
regulation in learnin
g
through diverse study designs. It has been fruitful, as motivation and commitment
to learning combine to form a powerful fusion in the educational environment
(Machmud et al.,2023).
When educational games are integrated, and a fun, dynamic environment is
created during teaching, students feel more confident spending time with the
teacher, as they are given the confidence to carry out the activities. If they
sometimes make mistakes, they will take it as an opportunity to improve and
move forward, not give
up, and learn from them (Rohman & Fauziati, 2022). It is
thanks to the constructivist approach, which emphasizes continuous and
formative assessment, that students receive immediate feedback. When
performing technological activities, students can know righ
t away when they have
made a mistake and ask for help to reinforce their learning, thus creating rewards
for progress and improving their self
-
esteem every day, knowing that making
mistakes is an opportunity to ask for help and improve their knowledge (Mac
hmud
et al., 2023). In conclusion, constructivism is a fundamental part of gamification,
prioritizing student learning as it makes it a more social and active process,
incorporating motivating dynamics so that students feel that learning is a time of
oppor
tunity to create a treasure trove of knowledge within themselves, which is
the main objective for everyone, ultimately turning the classroom into a place of
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transformation and affection in the educational environment (The Fountain
Magazine, 2004).
1.4
Flo
w theory
This theory was developed by Mihaly Csikszentmihalyi, who proposes that
teachers emphasize students' cognitive
-
emotional states, maintaining a balance
between the challenge and the skills they need to develop through the activities
they are asked
to perform during the teaching process. The purpose is for the
teacher to ask questions and for the students to respond affirmatively, for
example, with the phrase
.
Teacher, today's class was perfect. He or she did not
realize it was already over (Abio,200
6).
A psychology of happiness delves into activities that involve and seek a balance
between challenge and ability, fostering intrinsic motivation, reflection, and self
-
discipline (Gutierrez,2024).
This theory describes how students enter a state of
concen
tration in an educational setting, even though some students sometimes
find it challenging to pay attention (Abio, 2006). It implies that flow theory is a
psychological state in which students lose track of time when they are engaged
in activities inside o
r outside the classroom, learning and acquiring knowledge
without realizing it, completing the exercises given by the teacher, and feeling
fully satisfied with what they have accomplished (Pamplona Gutierrez, 2024). As
teachers, we sometimes hear comments
from students who did not feel that the
class was over or who say, "The hour ended so quickly." It is when the teacher
feels satisfied with what has been accomplished, when the students are very
focused in class, and when, without worry or nostalgia, the o
bjective of the
student reaching that state of concentration has been achieved by applying
gamification, which helps students learn through games or dynamic activities.
To ensure effective English language learning, games are used to help maintain
a balanc
e between the challenge of performing the different activities and the
skills demonstrated in each (Abio, 2006). There are programs for practicing
English
-
language skills, such as Quizizz/Kahoot, Wordwall, and Duolingo. These
help students see learning in
a different light, as a way to achieve goals and
progress through levels, encouraging and motivating concentration and the
achievement of healthy goals (Delgado, 2023). It means that English classes are
no longer a source of torment or concern for students
, as gamification injects
intrinsic motivation, encouraging them to practice speaking in order to achieve
communicative fluency and retain the grammar and vocabulary they have learned
during class hours, but this time in a more dynamic and fun way (Sari, 2
021).
The flow theory in education has conditions of utmost importance for the
development of students' knowledge to be fruitful and for them to understand,
analyze, and apply each topic presented by the teacher (Abio, 2006). Among
these conditions is that
the tasks should be challenging enough so that students
do not get bored while performing the activities, but not so challenging that they
cause anxiety, which is something to be avoided during the learning process. In
addition, the objective is for stude
nts to know that they will achieve the activity no
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matter what. It means they must have a clear goal to achieve and do well, since
the teacher can then provide feedback based on their performance. They should
not have external distractions, such as classma
tes from another class or the
same class, as this can affect their emotional learning.
To conclude the topic, flow theory in relation to gamification in English language
teaching is presented as a pedagogical approach that helps promote motivation,
academi
c performance, and student participation by incorporating dynamic game
elements into classes, including rewards, challenges, feedback, and levels that
engage students in enjoying the activity while experiencing optimal concentration.
This approach not only
helps students learn grammar and vocabulary but also
enables them to learn more independently and effectively, as its objective is to
innovate across English language teaching methods, making classes more
motivating, dynamic, and effective (Abio, 2006; Pé
rez & Gómez, 2023).
1.5
Impact on student motivation and engagement
Gamification in the student learning process provides motivation and
engagement with each task set by teachers, reflecting growth in interactive
participation, such as tasks or exercises
to be done in class, ensuring that
students can enjoy an interactive learning process (Begmatov, 2024). Many
studies show that intrinsic and extrinsic motivation are linked to the use of
dynamic games, thereby creating a more effective environment for lea
rning a
foreign language (Anisa et al., 2020). Each person feels more involved and
attracted to challenges and rewards, which encourages students to improve their
knowledge and develop a mindset that they will succeed. Gamification reduces
anxiety about ma
king mistakes during an exercise or about not being able to
complete an activity (Alshammari, 2021). On the contrary, it makes mistakes part
of the game, so that if he makes one, he can correct it and continue the
entertaining process. It means that studen
ts become more involved in these types
of activities, such as group dynamics, because they perceive them as more fun
and challenging. Over time, they become part of their daily lives, creating external
stimuli that encourage them to participate more and mo
re in these types of
sequences (Sari, 2021).
Regarding the commitment sought from students, it makes them more involved
in class, encouraging them to answer the teacher's questions and collaborate
more in group activities. It promotes social
cohesion and teamwork, helping
students learn to handle these types of situations. In some cases, students
develop the ability to lead in group work as they achieve clear goals and receive
feedback from their peers, taking on learning roles
(Machmud et al.
, 2023).
1.6
Online platforms
1.6.1
Duolingo
It is an application that anyone of any age can use. When the students create an
account, they start earning points, and by doing exercises, they can accumulate
points. To do this, when he fills in his details, the app asks questions to determine
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his learn
ing level, then starts the game from there (Liang, 2018). It involves game
mechanics in which he earns points, rewards, rankings, and badges, and
gradually moves up levels. Just like when he downloads a game and the more
he wants to win and get rewards, th
is app is the same, with the difference that it
starts from a learning point and, more than that, a foreign language that helps the
educational environment, intending to motivate students to participate in this area
of the English language (Gangaiamaran &
Pasupathi, 2017). These technological
products are reliable for students as they help improve their knowledge (Rosell
-
Aguilar, 2018).
Over time, many of these people have come
to trust these
applications that promote foreign learning fully (Rosell
-
Aguilar,
2018). Nowadays,
learning a language is becoming easier for people because they can find several
online applications that improve how they learn. These applications are gaining
greater prominence worldwide because they are not just
games but
are
sometimes
considered a waste of time. On the contrary, these special
applications are seen as a way to develop English language skills, making
learning more fun, as the learning method shows that gamification is an excellent
way to learn English (Gangaiamaran & Pas
upathi, 2017).
According to Liang (2018), the Duolingo app is considered the best app for
learning English because it offers a variety of games and activities, is easy to use,
and is fun. It is important to develop intrinsic motivation in students' lives,
as it
transforms the traditional into something fun and daring, enabling vocabulary and
grammar to be learned through interactive exercises. It means that instant
feedback can be provided during these exercises. Another phase is listening,
reading, speaki
ng, and writing comprehension. This analysis shows that this
application helps improve the development of the four English language skills by
focusing on game mechanics and ensuring that students are highly motivated to
complete these activities.
Figure 1
Duolingo, Inc.
(2024)
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1.6.2
Kahoot/Quizziz
These are online platforms that help teachers incorporate different activities in a
more fun way in the classroom. It is based entirely on gamification, which aims to
help students learn through play, as
these websites offer interactive quizzes. It
represents a significant departure from traditional methods most people are used
to, and it completely transforms the learning experience for students. During the
global pandemic, these platforms surprisingly he
lped each student learn English,
as they significantly impacted the use of these resources. It enhances the
learning process by motivating students intrinsically and integrating each
resource into teaching excellence (Delgado, J. A., 2023).
It has been dis
covered that implementing this aspect of games in the classroom
offers more than traditional teaching methods, as various studies have shown
that students love this type of activity. Using Kahoot or Quizizz has made students
feel more motivated than in pre
vious studies, making the learning environment
more enjoyable for the educational community
(Sari & Pratiwi, 2023). Kahoot or
Quizizz also allows students to learn at their own pace, which prioritizes learning
and reduces stress caused by time constraints
in many cases. It would be one
less thing to worry about, allowing teachers to integrate this platform into various
educational contexts. This application has yielded favorable results in class, with
students showing improved concentration and motivation (
Chaiyo & Nokham, R,
2017).
Figure 2
Kahoot!(2013)
1.6.3
Wordwall
One of the learning methods that needs to be implemented during research is
gamification, especially when using these types of applications, as it leads to a
key transformation in English language teaching, such as word searches,
crossword puzzles, roulett
e wheels, and true or false activities, which allow
teachers to obtain educational and interactive games (Putra, 2022). Transforming
content by all teachers into interactive, accessible formats improves English
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language teaching. The use of gamification in
education has led to visible results
(Shabrina & Taufiq, 2023). For example, the website called Wordwall allows
teachers to carry out these personalized and unique activities, contributing to the
inclusion of each of them and to diversity inside and outsi
de the classroom
(Janadah & Ana Ahsana, 2024).
Traditionally teaching English, such as having students sit at their desks while the
teacher stands at the blackboard trying to explain a topic, leads to students
becoming bored, talking to their classmates, j
oking around, and not paying
attention. This type of platform establishes learning techniques and a better
environment, as students feel more engaged and interact more with the game the
teacher has created (Shabrina, F. B., & Taufiq, W, 2023). The main obj
ective is
for students to master the four language skills. In the linguistic component, there
are five elements: pronunciation, spelling, punctuation, grammar, and
vocabulary. For this reason, it has been important that through this Wordwall
platform, stud
ents have achieved excellent performance and improvement in
these areas (Putra, I. M. A, 2022). According to Janadah, C., & Ana Ahsana, E.
-
S. (2024). Students provided positive feedback, viewing it as an effective tool that
improves various language skills
, and appreciated it, recommending it.
Figure 3
Wordwall,Exercises
2. Material
s and Methods
2.1. Research Design
This research employed a mixed
-
method approach, combining qualitative and
quantitative methods to analyze the impact of gamification strategies on
motivation and performance of 14
-
year
-
old students in English language learning.
The design was
descriptive e
xplanatory
, allowing the identification of
relationships between the use of gamified tools and improvement in linguistic
skills.
2.2. Participants
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The sample consisted of 14
-
year
-
old students from secondary level, selected
through non
-
probabilistic conveni
ence sampling. The inclusion criteria were:
regular students enrolled in English as a
Foreign Language course
, with access
to technological devices to participate in gamified activities, and informed consent
from parents or legal guardians.
2.3. Instrument
s and Tools
Various educational gamification platforms were used, including Kahoot, Quizizz,
Wordwall, and mobile applications for vocabulary learning. Pre
and post
-
intervention questionnaires were applied to measure students' motivation levels
and academic performance. Additionally, classroom observations and focus
groups were conducted to collect qualitative data on students' perceptions
regarding gamified
activities.
2.4. Procedure
The intervention was carried out over a 12
-
week academic period. In the initial
phase, a pre
-
test was applied to assess the level of motivation and linguistic
competence of students. During the implementation phase, gamified act
ivities
were systematically integrated into class sessions, including vocabulary games,
grammar competitions, and oral and written comprehension challenges. At the
end of the intervention, a post
-
test was applied and group interviews were
conducted to eval
uate the observed changes.
2.5. Data Analysis
Quantitative data were analyzed using descriptive and inferential statistics,
calculating means, standard deviations, and applying Student's t
-
tests to
compare pre and post
-
intervention results. Qualitative dat
a were analyzed
through thematic analysis, identifying recurring patterns in students' perceptions
and experiences with gamified strategies.
2.6. Ethical Considerations
Approval was obtained from the corresponding institutional authorities and
informed con
sent from parents or legal guardians of the participants. The
confidentiality of the collected information and the anonymity of participants were
guaranteed. Students had the freedom to withdraw from the study at any time
without any consequence for their
regular academic evaluation.
3. Results
3.1. Impact on Student Motivation
The study results revealed a significant increase in student motivation levels after
implementing gamified strategies. The pre
-
test analysis showed that 58% of
students
expressed low interest in traditional English classes, while the post
-
test
evidenced that 82% of participants reported high levels of intrinsic and extrinsic
motivation after participating in gamified activities. Students expressed that
elements of competi
tion, immediate rewards, and constant feedback allowed
them to maintain a higher level of commitment to language learning.
3.2. Improvement in Academic Performance
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Students' academic performance showed notable improvements in the four
linguistic skills eva
luated: oral comprehension, written comprehension, oral
expression, and written expression. Post
-
intervention evaluations indicated an
average increase of 23% in overall English grades. Specifically, vocabulary
comprehension increased by 31%, grammar by 18
%, and oral communication
skills by 27%. These results suggest that gamification not only increases
motivation but also translates into tangible improvements in English language
proficiency.
3.3. Perception of Gamified Tools
Qualitative data collected thro
ugh focus groups revealed that students perceived
gamified tools as more dynamic, interactive, and attractive compared to
traditional methods. Kahoot and Quizizz were identified as the most popular
platforms due to their real
-
time competition format. Wordw
all was valued
positively for its variety of activities and ease of use. Students highlighted that
these tools allowed them to learn more autonomously and at their own pace,
reducing anxiety associated with learning a foreign language.
3.4. Participation a
nd Collaboration
Classroom observations documented a significant increase in students' active
participation during gamified sessions. Students who previously showed
reluctance to participate orally in traditional classes demonstrated greater
willingness to engage in collaborative game activities. Teamwork was
strengthened, with 76% of students expressing preference for gamified group
activities over traditional individual work. This dynamic fostered a more inclusive
learning environment where
students with different levels of linguistic
competence could contribute and learn from each other.
3.5. Observed Challenges and Limitations
Despite the positive results, some challenges in implementation were identified.
Approximately 15% of students repo
rted technical difficulties related to internet
connectivity or limited access to appropriate devices. Some teachers expressed
concern about the time needed to prepare and manage effective gamified
activities. Additionally, it was observed that a small per
centage of students (8%)
stated that the competitive aspect of some games generated stress, suggesting
the need to balance competitive activities with more collaborative ones.
4. Discussion
The findings of this study confirm and expand existing evidence
on the
effectiveness of gamification in foreign language teaching. The results obtained
are consistent with previous research that has documented the positive impact of
gamified strategies on student motivation (Huseinović, 2023; Wang, 2023). The
82% incre
ase in motivation levels observed in this study exceeds those reported
in some previous research, which could be attributed to the systematic and
sustained implementation of gamified strategies over an extended period, in
contrast to shorter or sporadic in
terventions.
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The 23% improvement in overall academic performance and specific increases
in vocabulary (31%), grammar (18%), and oral expression (27%) demonstrate
that gamification transcends mere entertainment to become an effective
pedagogical tool. These
results support the constructivist theory of learning,
according to which students construct knowledge more effectively when they
actively participate in meaningful and contextually relevant experiences (Rohman
& Fauziati, 2022). The interactive and exper
iential nature of gamification provides
precisely these types of enriched learning contexts.
Csikszentmihalyi's flow theory (Abio, 2006) offers a useful theoretical framework
for understanding why gamified activities were so effective. When students are in
a flow state, characterized by an optimal balance between task challenge and
their abilities, they experience deep engagement and intrinsic enjoyment. The
gamified tools used in this study, particularly Kahoot and Quizizz, appear to have
facilitated this
flow state by providing immediate feedback, gradual challenges,
and a sense of constant progress.
The strengthening of collaborative work observed in this study is particularly
significant in light of Vygotsky's sociocultural theory. The zone of proximal
d
evelopment, a central concept in this theory, suggests that students learn more
effectively when working with more capable peers or with teacher guidance
(Machmud et al., 2023). Group gamified activities created natural opportunities
for this type of peer
scaffolding, where students with different linguistic strengths
could support each other. This dynamic not only improved language learning but
also developed social and teamwork skills valuable for the 21st century.
The reduction in linguistic anxiety repo
rted by students represents an important
benefit of gamification. Research in second language acquisition has established
that anxiety is one of the main obstacles to effective language learning
(Alshammari, 2021). The playful and low
-
pressure environment
created by
gamified activities seems to have mitigated this affective barrier, allowing
students to experiment with the language more freely and riskily, essential
elements for the development of communicative competence.
The technological challenges ident
ified in this study reflect common realities in
Latin American educational contexts, where the digital divide remains a
significant concern. Kaimara et al. (2021) have documented similar barriers in the
implementation of digital game
-
based learning. These
findings underscore the
need to carefully consider the technological and socioeconomic context when
designing gamified interventions. Educational institutions must strive to ensure
equitable access to devices and connectivity to maximize the benefits of th
ese
innovative pedagogical strategies.
The concern expressed by some students regarding the competitive aspect of
certain gamified activities deserves special attention. While competition can be a
powerful motivator for many students, the literature sugges
ts that excessive
emphasis on competition can be counterproductive for some learners (Limniou &
Mansfield, 2018). This suggests the importance of designing diversified gamified
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experiences that include both competitive and collaborative elements, allowing
students with different motivational profiles to benefit equitably.
The time and effort required by teachers to effectively implement gamification
represents an important practical consideration. Although the initial investment in
learning to use gamified
tools and designing appropriate activities can be
substantial, the long
-
term benefits in terms of student motivation and learning
outcomes justify this effort. It is essential that educational institutions provide
adequate training and ongoing support to t
eachers who wish to incorporate
gamified strategies into their pedagogical practice.
A limitation of this study is the focus on students of a specific age range (14
years). Future research could examine the effectiveness of similar gamified
strategies in different age groups and levels of linguistic competence.
Additionally, it would be valuable to explore the long
-
term impact of gamification,
beyond the 12
-
week intervention period, to determine if the observed benefits are
sustained over tim
e.
5. Conclusiones
This study demonstrates that gamification strategies constitute an effective
pedagogical tool to promote motivation and improve academic performance in
English learning among 14
-
year
-
old students. The results reveal significant
increase
s in student motivation (82% reporting high levels after intervention) and
academic performance (23% average improvement), with particularly notable
gains in vocabulary comprehension (31%), grammar (18%), and oral
communication skills (27%).
The findings c
onfirm that gamification transcends mere entertainment to become
a grounded pedagogical strategy that facilitates meaningful learning. The
reduction of linguistic anxiety and the increase in active participation represent
important achievements with long
-
t
erm implications for students' development as
competent intercultural communicators. Students who previously showed
reluctance to participate orally in traditional classes demonstrated greater
willingness to engage in gamified collaborative activities, wit
h 76% expressing
preference for group gamified tasks.
However, successful implementation requires careful consideration of contextual
factors, including technological access and teacher training. The study identified
challenges such as internet connectivit
y issues (15% of students) and stress from
competitive elements (8% of students), underscoring the need for balanced
activity design that includes both competitive and collaborative elements.
Finally, this study contributes to the growing body of evidence
supporting the
digital transformation of language education. When implemented reflectively and
systematically, gamification strategies have the potential to revolutionize English
teaching, making language learning a more accessible, motivating, and effecti
ve
experience for all students.
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Contributions authors:
Conceptualization,
E
.
E
.
B
.
-
S
; methodology,
E.E.B.
-
S
;
formal analysis,
E.E.B.
-
S
; investigation,
E.E.B.
-
S
; resources,
E.E.B.
-
S
; original
draft writing,
E.E.B.
-
S
; writing, revision, and editing,
I.G.B.
-
B
; visualization,
E.E.B.
-
S
and
I.G.B.
-
B
; supervision,
I.G.B.
-
B
. All authors have read and accepted
the published version of the manuscript.
Funding:
This research has not received external funding.
Acknowledges:
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
successful completion of this research.
Data ava
ilability statement:
The data are available upon request from the
corresponding authors:
erika.buenanosisa@upse.edu.ec
Conflict of interest
: The authors declare no conflict of interest.
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