Gamification in English Language Learning: Enhancing Engagement and Motivation in University Student

Autores/as

  • Silvia Licett Ramos Idrovo Escuela Superior Politécnica de Chimborazo, Ecuador
  • Erich Gonzalo Guamán Condoy Escuela Superior Politécnica de Chimborazo, Ecuador
  • Leonardo Mauricio Martínez Paredes Escuela Superior Politécnica de Chimborazo, Ecuador
  • Susy Natalia Gomez Zurita Universidad Estatal Amazónica, Ecuador

Palabras clave:

gamification; English; advanced level; educational strategies

Resumen

Introduction: Gamification, as a learning technique that transfers the mechanics and roles of games to the educational field to achieve favorable results for university academic performance. Higher education faces challenges when assessing the motivation of these students, especially with regard to the teaching-learning process of second languages such as English. Therefore, this work proposes gamification as an innovative and interesting strategy to enhance student motivation and engagement in learning key vocabulary for the acquisition of English as a second language. Materials and methods: This study was developed under a mixed approach, emphasizing and prioritizing the characteristics and elements of a qualitative approach. According to the research scope, this work is classified as a descriptive study. Taking into account its nature, which seeks to describe the effects obtained in the learning of English vocabulary in higher education students at the Escuela Superior Politécnica de Chimborazo, Orellana campus, the descriptive scope is perceived as appropriate. The population consisted of 100 students, and the selected sample was 65. Results: The results indicate that gamification in educational settings addresses the teaching and learning of second languages, such as English, more effectively. It is an inclusive and motivating higher education strategy that integrates ICTs. Discussion: Considering the specialized literature on the topic, this study confirms that gamification, as a pedagogical resource, allows students to capture their attention. Once this is achieved, it leads to the production of knowledge through individual challenges and, in some cases, through teamwork. This unconsciously motivates the desire to learn a second language such as English, leading students to view it as a necessity rather than an imposition. Conclusions: It is concluded that chess is an effective tool for developing complex cognitive skills. It is essential to adapt methodologies to maximize its impact on students with disabilities, thus contributing to the improvement of the educational process in inclusive contexts.

Citas

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Publicado

2025-04-07

Cómo citar

Ramos Idrovo , S. L., Guamán Condoy, E. G., Martínez Paredes, L. M., & Gomez Zurita, S. N. (2025). Gamification in English Language Learning: Enhancing Engagement and Motivation in University Student. Maestro Y Sociedad, 22(1), 396–403. Recuperado a partir de https://maestroysociedad.uo.edu.cu/index.php/MyS/article/view/6801

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