La Gamificacin como estrategia didctica para la enseanza del idioma ingls
Gamification as a teaching strategy for teaching English
A gamificao como estratgia de ensino para o ensino de ingls
Correspondencia: ma_logrono@espoch.edu.ec
Ciencias de la Educacin
Artculo de Investigacin
* Recibido: 10 de mayo de 2025 *Aceptado: 24 de junio de 2025 * Publicado: 12 de julio de 2025
I. Escuela Superior Politcnica de Chimborazo (Espoch), Riobamba, Ecuador.
II. Escuela Superior Politcnica de Chimborazo (Espoch), Riobamba, Ecuador.
III. Escuela Superior Politcnica de Chimborazo (Espoch), Riobamba, Ecuador.
Resumen
Palabras clave: gamificacin; ingls como segunda lengua; motivacin del aprendizaje; tecnologa educativa; estrategias de enseanza.
Abstract
This article aimed to analyze recent scientific evidence on gamification as a teaching strategy for teaching English in formal educational settings. The research was conducted using a qualitative-descriptive approach, through a systematic review of literature from 2020 to 2025, employing the PRISMA protocol to identify, select, and analyze 15 relevant studies. The results revealed that the most commonly used gamification strategies include rewards, levels, role-playing dynamics, challenges, team competitions, and the use of digital platforms such as Kahoot, Quizizz, Wordwall, and Duolingo. It was also evident that these strategies contribute to improving students' motivation, engagement, vocabulary retention, and language skills development. The technological and methodological resources employed focused on interactive digital environments, collaborative learning, and active pedagogical approaches. However, limitations related to teacher training, technological infrastructure, and pedagogical planning were recognized. In conclusion, gamification represents an effective and transformative teaching tool in English language teaching, provided it is implemented in a contextualized, planned, and aligned manner with educational objectives.
Keywords: gamification; English as a second language; learning motivation; educational technology; teaching strategies.
Resumo
Este artigo teve como objetivo analisar as evidncias cientficas recentes sobre a gamificao como estratgia de ensino para o ensino do ingls em ambientes educativos formais. A investigao foi conduzida atravs de uma abordagem qualitativo-descritiva, atravs de uma reviso sistemtica da literatura de 2020 a 2025, empregando o protocolo PRISMA para identificar, selecionar e analisar 15 estudos relevantes. Os resultados revelaram que as estratgias de gamificao mais utilizadas incluem recompensas, nveis, dinmicas de role-playing, desafios, competies de equipa e a utilizao de plataformas digitais como o Kahoot, Quizizz, Wordwall e Duolingo. Ficou tambm evidente que estas estratgias contribuem para melhorar a motivao, o envolvimento, a reteno de vocabulrio e o desenvolvimento das competncias lingusticas dos alunos. Os recursos tecnolgicos e metodolgicos empregues focaram-se em ambientes digitais interativos, aprendizagem colaborativa e abordagens pedaggicas ativas. No entanto, foram reconhecidas limitaes relacionadas com a formao de professores, a infraestrutura tecnolgica e o planeamento pedaggico. Conclui-se que a gamificao representa uma ferramenta de ensino eficaz e transformadora no ensino da lngua inglesa, desde que implementada de forma contextualizada, planeada e alinhada com os objetivos educativos.
Palavras-chave: gamificao; Ingls como segunda lngua; motivao para a aprendizagem; tecnologia educativa; estratgias de ensino.
Introduction
Currently, English language teaching has undergone numerous modifications and evolutions over time to adapt to the needs and progress of society (Tern et al., 2024). In this context, learning foreign languages, especially English, is becoming increasingly relevant in educational systems, as globalization has positioned it as the most widely learned language today and established it as the common and globally accepted language of science (Molina et al., 2021). Its importance has driven educational institutions to seek more inclusive, dynamic, and effective teaching methods, particularly those that support the comprehensive development of students.
However, the educational reality in countries like Ecuador presents significant limitations. According to EF EPI data published by El Diario el Comercio (2021), Ecuador ranked second to last in Latin America and 90th out of 112 evaluated nations, with a score of 440 out of 1000, indicating an A1 level of proficiency. While cities like Cuenca have improved due to international exams and a strong educational culture, locations such as El Carmen, Manta, Chone, Latacunga, and Riobamba lag behind due to limited English class hours, insufficient teacher training, and lack of resources. By 2024, Ecuador ranked 82nd out of 116 countries in the EF English Proficiency Index, scoring 465 out of 1000, below the global average (477) and in 19th place out of 21 in Latin America, highlighting a low level of English proficiency nationwide (Education First, 2024). This discrepancy underscores a stark contrast between public and private education, revealing structural inequality that hinders access to high-quality bilingual education across much of the country.
Learning an additional language is neither easy nor enjoyable, and students often encounter obstacles. It is necessary to acquire writing, reading, speaking, and listening skills (Al-Dosakee & Ozdamli, 2021). Moreover, limited language practice hinders the assimilation of new words, potentially delaying the learning process. Under these circumstances, adopting effective teaching methodssuch as visual resources, games, and continuous interaction with the languageis essential. These techniques make learning more active and relevant, helping to retain information long-term (Quevedo, 2025).
Despite interest in implementing more innovative strategies, the use of educational technology has faced resistance within the system. Over the last decade, technology has evolved from being novel and unfamiliar to becoming a fundamental component of everyday life. However, in education, teachers and institutions have been the first to resist this change, often clinging to traditional roles, concepts, and perceptions in the learning process. The lack of technological resourcessuch as equipment, internet access, and technical skillsis frequently cited as one of the barriers preventing meaningful learning environments, where education is perceived as dynamic and engaging rather than dull and lifeless (Briceo, 2022).
In this context, gamification has emerged as an innovative strategy with great potential to transform teaching and learning. It is a pedagogical tool that incorporates game-like dynamics into non-game contexts to motivate students and make learning more appealing (Huyen, 2020). Initially applied in areas like marketing, sales, and corporate training, its use in education gained popularity through projects like Foldit, an online puzzle game designed to make learning a more engaging experience (Briceo, 2022). According to Espinoza et al. (2024), discussing gamification requires considering how information and communication technologies can create activities that enhance motivation and develop skills.
Thus, when incorporating gamification into teaching, educators must reflect on updating content, evaluating its relevance, and reorganizing activities and assessments to effectively meet students' needs and contexts (Trejo, 2021). Despite its advantages, a major concern is the lack of solid research firmly supporting its effectiveness in English language instruction (Tern et al., 2024). Rodrguez et al. (2020) emphasize that since English learning became a priority in modern education, various methodological approaches have been developed to meet this demand, highlighting motivation as a key factor in foreign language acquisition.
Relatedly, the self-determination theory proposed by Ryan and Deci in 2000, cited by Quintero et al. (2024), explains how gamification connects to intrinsic motivation in learning. The theory posits that individuals are more engaged when they experience competence, autonomy, and social connection. In a gamified environment, these elements are reinforced through rewards, achievements, and instant feedback. Competence is fostered when students overcome challenges or reach new goals, giving them a sense of accomplishment. Autonomy is strengthened by allowing students to progress at their own pace, choose activities, and determine their sequence.
Additionally, studies show that integrating ICT into foreign language teaching enhances motivation, improves linguistic skills, fosters autonomy, and provides access to multimedia resources. ICT facilitates practice with native speakers, personalized learning, online collaboration, better retention, and instant feedback, significantly strengthening the learning process (Antonio & Carrin, 2023). For these strategies to be effective, it is crucial to establish clear rules, define proper mechanisms, maintain an engaging design, provide comprehensible instructions, promote inclusion, and set meaningful rewards that motivate learning (Murillo & Vaca, 2022). Furthermore, aspects such as game variety, combining digital tools with classroom activities, participant collaboration, and the frequency of gamified activities must be considered (Prez, 2022).
Ultimately, gamification is not merely about implementing games in the classroom without purpose; rather, it involves using games to achieve pedagogical objectives, enhancing students motivation and enjoyment in the learning process (Murillo & Vaca, 2022). Therefore, this article aims to analyze the available scientific evidence on the application of gamification as a didactic strategy for English language teaching in educational contexts. Specifically, it seeks to identify the most commonly used gamification strategies in English instruction, describe the technological and methodological resources involved, and determine the impact of these strategies on English language learning based on recent studies.
Methodology
This research on gamification as a didactic strategy in English language teaching was conducted using a qualitative descriptive approach, allowing for the exploration, interpretation, and systematization of available knowledge on the use of playful and technological resources in the English language teaching-learning process. To achieve the proposed objectives, a systematic review of scientific literature was carried out using the PRISMA method (Preferred Reporting Items for Systematic Reviews and Meta-Analyses), which comprises four main stages: identification, screening, selection, and inclusion of studies.
During the identification stage, the information search was conducted in recognized academic databases such as Scopus, ERIC, Scielo, and Google Scholar. To refine the information within the field of study, a search strategy was developed using key terms in Spanish and English, such as gamificacin, enseanza del ingls, estrategias didcticas, motivacin en el aprendizaje, aprendizaje ldico, along with their English equivalents: gamification, English teaching, didactic strategies, learning motivation, playful learning, using Boolean operators AND and OR. Below is a summary of the equations used in each database:
Table 1. Scientific Information Search Path
Database |
Search Equation Used |
ERIC |
(gamification AND English language teaching AND motivation AND didactic strategies) |
SciELO |
(gamificacin AND enseanza del ingls AND estrategias didcticas AND aprendizaje) |
Scopus |
(gamification AND foreign language learning AND classroom strategies AND engagement) |
Google Acadmico |
allintitle: gamificacin enseanza del ingls motivacin OR gamification language learning |
During the screening stage, a preliminary review of titles, abstracts, and keywords was conducted, considering the following inclusion criteria:
- Publications from 2020 to 2025.
- Peer-reviewed empirical studies, whether qualitative, quantitative, or mixed methods.
- Articles written in Spanish or English.
- Research directly addressing the use of gamification in educational contexts related to English language learning.
The following were excluded:
- Studies outside the defined time frame.
- Theoretical documents without empirical support.
- Academic works not published in scientific journals (theses, essays).
- Research in languages other than Spanish or English.
- Duplicate or irrelevant articles for the studys objectives.
Subsequently, in the selection stage, the content of each publication was analyzed in greater depth, assessing its theoretical and methodological relevance concerning the research problem. Finally, during the inclusion stage, relevant data were extracted, including the title, authors, publication year, study type, academic journal, educational level addressed, and main findings. The information was organized into an analysis matrix to better understand trends, approaches, and results regarding the implementation of gamification in English language classrooms.
As a summary, Figure 1 presents the flowchart of the study selection process applied in this review.
Figure 1 Study selection process
Results
In accordance with the stated objectives, this systematic review identified relevant evidence regarding the use of gamification in the English language teaching-learning process. The results were organized based on three specific objectives: the most commonly used gamification strategies, the technological and methodological resources applied, and the impact of gamification according to recent studies. Below is a summary of the findings presented in tables, developed from the analysis of the 15 selected articles.
a) Gamified Strategies Used in English Language Teaching
To address the first objective, studies documenting gamification strategies applied in English language teaching at various educational levels were reviewed. The strategies were systematized and organized into a comparative table that includes the author, year, country, study title, methodology, educational level covered, and the gamified strategies described in each case.
Table 2.
Gamified Strategies Used in English Language Teaching
N |
|
|
|
|
|
Gamified Strategies |
|
||||||||
1 |
Tern et al. (2024) |
Ecuador |
Gamification as a Didactic Strategy in the English Language Teaching Process |
Exploratory correlational quantitative |
Unified General Baccalaureate |
Rewards, points, levels, challenges, and immediate feedback. Use of Wordwall, Kahoot, Quizizz, and Classcraft. |
|||||||||
2 |
Briceo (2022) |
Ecuador |
Educational Gamification as a Strategy for Foreign Language Teaching |
Quantitative, non-experimental, cross-sectional |
Primary and Baccalaureate |
Gamified games with points, levels, rewards, and role dynamics. Promotes social interaction through teams. |
|||||||||
3 |
Trejo (2021) |
Mxico |
|
|
|
|
|||||||||
4 |
Tigua et al. (2022) |
Ecuador |
Gamification as a Teaching Strategy Applied to the English Language |
Documentary and bibliographic |
Unified General Baccalaureate |
Rewards, cumulative points, challenges, team competitions, and role-playing dynamics. |
|||||||||
5 |
Rodrguez et al. (2020) |
Ecuador |
Alliance Between Learning and Play: Gamification as a Methodological Strategy |
Quasi-experimental explanatory |
From Early Childhood to Baccalaureate |
Challenges, tasks, rewards, levels. Use of dynamics, mechanics, and components for educational play. |
|||||||||
6 |
Quintero et al. (2024) |
Ecuador |
Gamification and English Learning: A Comprehensive Exploration |
Quantitative analysis with case studies |
Intermediate level |
Rewards, points, levels, immediate feedback, spaced repetition. Platforms like Duolingo and Memrise. |
|||||||||
7 |
Antonio & Carrin (2023) |
Mxico |
Use of ICT in English Teaching-Learning |
Qualitative documentary review |
Not defined |
Kahoot!, Duolingo, quizzes, games, Socrative, and Genially for collaborative practice. |
|||||||||
8 |
Prez (2022) |
Ecuador |
Gamification for Vocabulary Acquisition in English Post-Pandemic |
Qualitative with triangulation |
Upper Primary and Baccalaureate |
Memory games, word searches, brainstorming, and interactive digital games. |
|||||||||
9 |
Quevedo (2025) |
Per |
Impact of Gamification in English Teaching in Early Childhood Education |
Mixed with narrative-thematic design |
Early Childhood Education |
Personalized games, playful dynamics, rewards, interactive typing, augmented reality. |
|||||||||
10 |
Murillo & Vaca (2022) |
Ecuador |
Application of Gamification in the English Teaching-Learning Process in Undergraduate Studies |
Exploratory descriptive mixed |
Undergraduate |
Games like bingo, Pictionary, Hangman, Memory Game, and competitive group dynamics |
|||||||||
11 |
Al-Dosakee & Ozdamli (2021) |
Irak |
Gamification in Teaching and Learning Languages |
Systematic review |
Not defined |
Levels, badges, points, time limits, competitions, and rankings as motivational stimuli. |
|||||||||
12 |
Espinoza et al. (2024) |
Ecuador |
Gamification in 7th Grade for English Teaching |
Descriptive qualitative |
7th grade |
Interactive games, levels, rewards (points, exemptions), educational platforms, and playful tasks. |
|||||||||
13 |
Dindar et al. (2020) |
China |
Gamified Cooperation and Competition in English Vocabulary Learning |
Quantitative experimental |
Higher education |
Gamified cooperation and competition with rankings, daily tasks, rewards, and real-time group dynamics. |
|||||||||
14 |
Huyen (2020) |
Australia |
|
|
|
|
|||||||||
15 |
Wuluntari et al. (2023) |
Indonesia |
The role of gamification in English language teaching |
Systematic literature review |
Not defined |
Playful mechanics like points, progressive levels, timed challenges, leaderboards, and badges. Use of Vocabulary Ninja for vocabulary and competition. |
As can be seen in the table, the most frequent strategies include the use of rewards, points, levels, role-playing dynamics, challenges, interactive activities, and team competitions. These strategies aim to foster motivation, active participation, and the appropriation of linguistic content through playful dynamics adapted to the educational context.
a) Technological and Methodological Resources Applied in the Implementation of Gamification
In relation to the second objective, the technological and methodological resources used to implement gamification in the English classroom were identified. For this purpose, a table was created to summarize the digital resources, platforms used, methodological approaches, and characteristics of the educational environment reported by the analyzed studies.
Table 3.
Technological and Methodological Resources Used in Educational Gamification
Experiences
N |
Author/Year |
Country |
|
Methodology |
Educational Level |
Resources |
||
1 |
Tern et al. (2024) |
Ecuador |
Gamification as a Didactic Strategy in the English Language Teaching Process |
Quantitative correlational exploratory |
Unified General High School |
Tools such as Wordwall and Quizizz were used. Methodologies based on problem-solving and collaborative learning were applied, promoting active participation through level-based challenges and dynamics |
||
2 |
Briceo (2022) |
Ecuador |
Educational Gamification as a Strategy for Foreign Language Teaching |
Non-experimental cross-sectional quantitative |
School and High School |
Platforms such as Kahoot and Classcraft were integrated, along with mixed methodologies including flipped classroom and project-based learning. The use of badges, levels, and feedback encouraged motivation. |
||
3 |
Trejo (2021) |
Mxico |
Gamification Experience for Second Language Teaching |
Mixed approach |
Language students |
Resources such as Kahoot!, Google Classroom, and in-person games were used. The methodological approach combined challenge-based learning, team competitions, and playful participation adapted to linguistic content. |
||
4 |
Tigua et al. (2022) |
Ecuador |
Gamification as a Teaching Strategy Applied to English |
Bibliographic documentary |
Unified General High School |
The review included tools such as Genially and virtual environments. The use of collaborative and gamified dynamics was highlighted as a resource to enhance understanding and interest. |
||
5 |
Rodrguez et al. (2020) |
Ecuador |
Alliance Between Learning and Play: Gamification as a Methodological Strategy |
Explanatory quasi-experimental |
From Early Childhood to High School |
Mobbyt and other playful environments were implemented. The methodological strategy focused on reinforcing vocabulary and structures through dynamics and mechanics adapted to the context. |
||
6 |
Quintero et al. (2024) |
Ecuador |
Gamification and English Language Learning: A Comprehensive Exploration |
Quantitative analysis with case studies |
Intermediate level |
Duolingo and Memrise were used. Gamified activities focused on spaced repetition and immediate feedback, integrated into pedagogical routines. |
||
7 |
Antonio & Carrin (2023) |
Mxico |
Use of ICT in the Teaching-Learning of English |
Qualitative documentary review |
Not defined |
Resources such as social networks, digital forms, and platforms like Edmodo were reviewed. A trend toward personalized and collaborative learning was observed, although with infrastructure difficulties. |
||
8 |
Prez (2022) |
Ecuador |
amification for English Vocabulary Acquisition in the Post-Pandemic Era |
Qualitative with triangulation |
Upper Basic and High School |
Tools such as Quizlet, Genially, Liveworksheet, and games like Hangman were used. PBL, collaborative learning, and flipped classroom were applied to facilitate vocabulary usage. |
||
9 |
Quevedo (2025) |
Per |
mpact of Gamification on English Language Teaching in Early Education |
Mixed with narrative-thematic design |
Early Education |
3D books, augmented reality, mobile apps, and robots were used. Methodologies were adapted to special needs, promoting multisensory interaction. |
||
10 |
Murillo & Vaca (2022) |
Ecuador |
Application of Gamification in the English Teaching-Learning Process in Undergraduate Education |
Exploratory descriptive mixed |
Undergraduate |
Physical and digital materials such as Kahoot, memory games, and group dynamics were combined. Classes were organized through flexible planning and playful objectives. |
||
11 |
Al-Dosakee & Ozdamli (2021) |
Irak |
Gamification in Teaching and Learning Languages |
Systematic review |
Not defined |
Duolingo, Busuu, and holographic technology were identified. Student-centered methodologies were highlighted with personalized learning and hybrid models. |
||
12 |
Espinoza et al. (2024) |
Ecuador |
Gamificacin en el 7mo grado para la enseanza del ingls |
Descriptiva cualitativa |
7mo grado |
Se aplicaron recursos como plataformas digitales, videos y tareas colaborativas. Metodolgicamente, se promovi la interaccin, autonoma y el trabajo en grupo con TIC y TAC. |
||
13 |
Dindar et al. (2020) |
China |
Gamification in 7th Grade for English Language Teaching |
Descriptive qualitative |
7th grade |
Digital platforms, videos, and collaborative tasks were used. Methodologically, interaction, autonomy, and group work were promoted with ICT and TAC tools. |
||
14 |
Huyen (2020) |
Australia |
Gamified Learning: Are Vietnamese EFL Learners Ready Yet? |
Mixed approach |
EPC Students |
Digital games on phones and laptops were used. The teacher played a key role in planning dynamics, reinforcing previous content through playful activities. |
||
15 |
Wuluntari et al. (2023) |
Indonesia |
The role of gamification in English language teaching |
Systematic literature review |
Not defined |
Platforms such as Quizizz and Vocabulary Ninja were highlighted. Applied methodologies included active learning, problem-solving, and vocabulary contextualization |
b) Impact of Gamification on the English Language Teaching-Learning Process
Regarding the third objective, a table is presented with reported evidence on the impact of gamification in English language learning. The information was organized based on the indicators used, educational levels, applied methodology, and results obtained in each study.
Table 4. Evidence of the Impact of Gamification on English Language Learning
N |
Author/Year |
Country |
Title |
Methodology |
Educational Level |
Impact of the Strategy |
|
||||||||||||
1 |
Tern et al. (2024) |
Ecuador |
Gamification as a Didactic Strategy in the English Language Teaching Process |
Exploratory correlational quantitative |
Unified General Baccalaureate |
A significant improvement in student motivation was evident, with greater active participation in class. Statistical analysis confirmed the relationship between gamification and meaningful learning. |
|
||||||||||||
2 |
Briceo (2022) |
Ecuador |
Educational Gamification as a Strategy for Foreign Language Teaching |
Quantitative, non-experimental, cross-sectional |
School and high school |
The implementation of gamified dynamics increased vocabulary retention, encouraged peer interaction, and created a participatory environment that facilitated oral communication. |
|
||||||||||||
3 |
Trejo (2021) |
Mexico |
Gamification Experience for Second Language Teaching |
Mixed approach |
Language students |
Students showed increased attention and willingness toward proposed activities, recognizing the motivating value of competitive and collaborative dynamics. |
|
||||||||||||
4 |
Tigua et al. (2022) |
Ecuador |
Gamification as a Teaching Strategy Applied to English Language |
Documentary bibliographic |
Unified General Baccalaureate |
The documentary analysis revealed that gamification promotes interest, improves concentration, and fosters more engaged participation with content. |
|
||||||||||||
5 |
Rodrguez et al. (2020) |
Ecuador |
Alliance Between Learning and Play: Gamification as a Methodological Strategy |
Quasi-experimental explanatory |
From early childhood to high school |
Students showed progress in vocabulary and grammar, attributed to the playful component that replaced traditional techniques. Participation increased through interactive dynamics. |
|
||||||||||||
6 |
Quintero et al. (2024) |
Ecuador |
Gamification and English Language Learning: A Comprehensive Exploration |
Quantitative analysis with case studies |
Intermediate level |
Improvements were recorded in motivation, listening comprehension, and vocabulary retention. The experimental group outperformed the control group in all evaluated variables. |
|
||||||||||||
7 |
Antonio & Carrin (2023) |
Mexico |
Use of ICT in English Language Teaching and Learning |
Qualitative documentary review |
Not defined |
The contribution of gamification in developing language skills, especially writing and speaking, was recognized, although its effectiveness depends on teacher training. |
|
||||||||||||
8 |
Prez (2022) |
Ecuador |
Gamification for Vocabulary Acquisition in English in the Post-Pandemic Context |
Qualitative with triangulation |
Upper basic and high school |
The use of digital games supported vocabulary learning, improved attitudes toward the language, and strengthened students' social interaction. |
|
||||||||||||
9 |
Quevedo (2025) |
Peru |
Impact of Gamification in English Teaching in Early Childhood Education |
Mixed with narrative-thematic design |
Early Childhood Education |
Gamification helped improve vocabulary retention and foster cognitive and social skills in young children through engaging and multisensory activities. |
|
||||||||||||
10 |
Murillo & Vaca (2022) |
Ecuador |
Application of Gamification in the English Teaching-Learning Process at the Undergraduate Level |
Exploratory descriptive mixed |
Undergraduate |
A relaxed learning environment was achieved, with greater willingness to participate. Gamification enhanced attention, collaboration, and language comprehension. |
|
||||||||||||
11 |
Al-Dosakee & Ozdamli (2021) |
Iraq |
Gamification in Teaching and Learning Languages |
Systematic review |
Not defined |
The motivational role of gamification was highlighted, transforming classrooms into dynamic spaces, fostering a positive attitude and better academic performance. |
|
||||||||||||
12 |
Espinoza et al. (2024) |
Ecuador |
Gamification in 7th Grade for English Language Teaching |
Descriptive qualitative |
7th grade |
Teachers observed improvements in pronunciation, increased motivation, and better academic performance. Language skills and student cooperation were strengthened. |
|||||||||||||
13 |
Dindar et al. (2020) |
China |
Gamified Cooperation and Competition on English Vocabulary Learning |
Experimental quantitative |
Higher education |
Gamified competition increased daily participation, although there were no changes in task completion. Greater enjoyment and interest in activities were reported. |
|
||||||||||||
14 |
Huyen (2020) |
Australia |
Gamified Learning: Are Vietnamese EFL Learners Ready Yet? |
Mixed approach |
EPC course students |
The game was positively valued for its ability to motivate and facilitate autonomous learning. However, poor planning reduced its effectiveness in some cases. |
|
||||||||||||
The data show that gamification has had positive effects on motivation, engagement, vocabulary retention, and student participation. Additionally, some studies report improvements in listening comprehension, oral expression, and students' self-confidence.
Discussion
The results obtained in this systematic review confirm that gamification has become an increasingly used educational strategy to enhance the English language teaching process, particularly in primary and secondary education. In this regard, authors such as Tern et al. (2024) and Briceo (2022) agree that using rewards, levels, and platforms like Wordwall, Kahoot, or Classcraft significantly increases student motivation and fosters active participation in class. Both studies demonstrate how gamified dynamics help break the traditional classroom routine, making learning more engaging and less intimidating.
The motivational approach is also supported by Rodrguez et al. (2020), who highlight gamifications role as a bridge between learning and play, promoting the acquisition of new knowledge. However, not all studies are equally optimistic. For instance, Huyen (2020), in their research on Vietnamese contexts, notes that while games motivate and facilitate autonomous learning, poor planning can affect their effectiveness. That is, gamification is not just about using games but knowing when, how, and for what purpose to integrate them.
Similarly, Antonio & Carrin (2023) recognize the potential of ICT to strengthen language skills but issue a key warning: without proper teacher training, gamification risks becoming just another trend rather than a transformative pedagogical tool. This observation aligns with Briceo (2022), who acknowledges that many teachers face technological or methodological barriers to implementing such strategies.
On the other hand, Quintero et al. (2024) and Dindar et al. (2020) provide solid quantitative evidence on how gamified competition and cooperation dynamics improve vocabulary acquisition and listening comprehension. Studies like Quevedo (2025), focused on early education, further demonstrate that gamification not only enhances cognitive aspects but also social skills, fostering empathy and collaborative work from a young age.
Murillo & Vaca (2022) take the discussion further, asserting that gamification is not simply about introducing games into the classroom but using them with clear pedagogical objectives, immediate feedback, and engaging dynamics that spark students curiosity and motivation. This aligns with Prez (2022), who emphasizes that well-integrated digital games can shift students attitudes toward English, boost linguistic self-esteem, and create more positive learning environments.
In summary, there is broad consensus that gamification, when properly planned and applied, has a positive impact on English language teaching. However, real challenges remain, such as teacher training, technological infrastructure, and the need to adapt gamified dynamics to the cultural and educational context of each institution. Thus, gamification should not be seen as a magical solution but rather as a valuable tool within a broader and more coherent framework of pedagogical innovation
Conclusions
After reviewing scientific literature across 15 articles, it is evident that gamification has gained a significant presence in English language classrooms, particularly due to its ability to engage students effectively. One of the key observations was the wide variety of strategies used: rewards, levels, challenges, group competitions, role-playing dynamics, and platforms like Kahoot, Quizizz, and Wordwall have become increasingly common tools in teaching. Interestingly, these strategies not only make classes more enjoyable but also genuinely enhance motivation, encouraging students to participate actively and without fear of making mistakes.
Additionally, the review highlighted that effective application of these strategies is not solely about having access to technology but knowing how to use it with a pedagogical purpose. Many educators have relied on active methodologies such as collaborative learning, challenge-based learning, or even flipped classrooms. Platforms like Duolingo, Genially, and Google Classroom were successfully integrated into activities that respected students learning paces, making them feel more engaged in the process.
Regarding the impact of gamified experiences, most studies agreed that the results were positive, showing increased participation, improved attitudes towards the language, advancements in vocabulary acquisition, listening comprehension, and oral expression, as well as enhanced self-confidence. Furthermore, gamification strengthened aspects such as peer interaction, learning autonomy, and students willingness to actively engage in classes.
Ultimately, gamification is positioned as a relevant pedagogical strategy capable of transforming the educational experience in English classrooms when applied with proper planning, clear objectives, and methodological coherence. Beyond being just a trend, it represents an opportunity to enhance teaching processes, making them more inclusive and aligned with students realities, thereby contributing significantly to comprehensive development and meaningful learning.
References
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2025 por los autores. Este artculo es de acceso abierto y distribuido segn los trminos y condiciones de la licencia Creative Commons Atribucin-NoComercial-CompartirIgual 4.0 Internacional (CC BY-NC-SA 4.0)
(https://creativecommons.org/licenses/by-nc-sa/4.0/).
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