Digital learning and gamification

The digital era has revolutionized language learning in the case of English bringing opportunities for accessible education, personalized and innovative. Integrating the teaching formative process fosters communicative abilities, likewise, future teachers are equipped with these technologies to apply them in their forthcoming classes. Nowadays, digital learning resources introduce gamification to research how gamified digital learning resources improve language learning. On the other hand, mass connection type applications, instant messaging, and educational platforms increased their frequency of use because of the pandemic. As well as electronic devices such as smartphones, tablets, and computers. Another skill promoted parallelly was self-regulation so that students know their development curvature and learn how to keep their pace. Thus, the objective of this research is to analyze digital learning and gamification resources as a self-regulation bridge for learning English as a second language and to identify tools that promote the communicative skills practice of the language. Data gathering was a survey designed and then shared among higher education English bachelor students and teachers. This information was processed on spss which allowed us to use person correlation among our variables. The results showed teachers and students use digital tools and resources to foster communicative skills. Self-regulation, and digital learning and gamification evokes the practice of the language.

Authors

Publication Details

Journal
Kronos – The Language Teaching Journal
Published
2025-08-28
DOI
https://doi.org/10.29166/kronos.v6i1.7811
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
Controls
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article

Digital learning and gamification

Evelyn Almeida, Elena García
1 citations
Kronos – The Language Teaching Journal
Educational Games and Gamification
3.44
article

Digital learning and gamification

Evelyn Almeida, Elena García
article en
1 citations

Abstract

The digital era has revolutionized language learning in the case of English bringing opportunities for accessible education, personalized and innovative. Integrating the teaching formative process fosters communicative abilities, likewise, future teachers are equipped with these technologies to apply them in their forthcoming classes. Nowadays, digital learning resources introduce gamification to research how gamified digital learning resources improve language learning. On the other hand, mass connection type applications, instant messaging, and educational platforms increased their frequency of use because of the pandemic. As well as electronic devices such as smartphones, tablets, and computers. Another skill promoted parallelly was self-regulation so that students know their development curvature and learn how to keep their pace. Thus, the objective of this research is to analyze digital learning and gamification resources as a self-regulation bridge for learning English as a second language and to identify tools that promote the communicative skills practice of the language. Data gathering was a survey designed and then shared among higher education English bachelor students and teachers. This information was processed on spss which allowed us to use person correlation among our variables. The results showed teachers and students use digital tools and resources to foster communicative skills. Self-regulation, and digital learning and gamification evokes the practice of the language.

Kronos – The Language Teaching JournalVol. 6(1)
Openalex Percentile: Top 7%
Educational Games and Gamification
3.44
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Digital learning and gamification — Evelyn Almeida, Elena García · Kronos – The Language Teaching Journal (2025) | TGRS Research Map | TGRS