The impact of gamification on motivation and performance in English

Introduction: This project highlights gamification as an innovative pedagogical strategy to enhance motivation and academic performance in learning English as a foreign language. Objective: To design, implement, and evaluate a gamified English manual tailored to students’needs, in response to the inefficacy of traditional methods and the heterogeneity of language proficiency levels. Methodology: The study was conducted with fourth-grade students at Colegio Adventista del Sur in 2024, adopting a qualitative approach that included questionnaires, interviews, observations, and group discussions. Teacher and student training was also considered to ensure appropriate use of the developed material. Results: Gamification improved content retention, particularly in grammar, and encouragedactive student participation, emerging as an effective alternative to traditional models. Conclusions: The project provides concrete and transferable didactic tools to transform the English teaching-learning process in school settings.

Authors

Publication Details

Journal
Pensamiento Americano
Published
2025-08-13
DOI
https://doi.org/10.21803/penamer.18.37.841
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The impact of gamification on motivation and performance in English

Nancy Ruiz, Laura Torres, Parra J.R.P., Luis Montano
Pensamiento Americano
Educational Games and Gamification
article

The impact of gamification on motivation and performance in English

Nancy Ruiz, Laura Torres, Parra J.R.P., Luis Montano
article en

Abstract

Introduction: This project highlights gamification as an innovative pedagogical strategy to enhance motivation and academic performance in learning English as a foreign language. Objective: To design, implement, and evaluate a gamified English manual tailored to students’needs, in response to the inefficacy of traditional methods and the heterogeneity of language proficiency levels. Methodology: The study was conducted with fourth-grade students at Colegio Adventista del Sur in 2024, adopting a qualitative approach that included questionnaires, interviews, observations, and group discussions. Teacher and student training was also considered to ensure appropriate use of the developed material. Results: Gamification improved content retention, particularly in grammar, and encouragedactive student participation, emerging as an effective alternative to traditional models. Conclusions: The project provides concrete and transferable didactic tools to transform the English teaching-learning process in school settings.

Pensamiento AmericanoVol. 18(37)
Openalex Percentile: Top 74%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.