Gamification in action: Playful didactic strategies to transform English teaching in educational contexts

This scientific article examines the impact of gamification and game-based learning on English teaching in the educational system in Guayaquil, employing a qualitative interpretive approach. Given the low levels of linguistic competence reported in national and international assessments, there is a need to incorporate active methodologies that respond to the interests, learning styles, and sociocultural contexts of today's students. Gamification, understood as the application of game elements in educational settings, and playful learning, as a strategy focused on meaningful experience, allow the classroom to be transformed into a dynamic, collaborative, and motivating space. Through components such as challenges, rewards, narratives, and teamwork, these methodologies promote the development of linguistic, socio-emotional, and digital skills. The study employs qualitative techniques, including participant observation, semi-structured interviews, and focus groups, to understand students' perceptions and experiences with these strategies. The expected results include improved motivation, academic performance, and active participation in English language learning. Finally, the benefits, risks, and conditions necessary for the effective implementation of these methodologies are discussed, highlighting the importance of teacher training, contextualized pedagogical design, and actively listening to student voices. It is concluded that gamification can be a transformative tool for a more inclusive, meaningful education that is connected to the challenges of the 21st century.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-12-12
DOI
https://doi.org/10.5281/zenodo.18249886
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification in action: Playful didactic strategies to transform English teaching in educational contexts

Carmen Dolores Jaime Negrete, Elizabeth Carmela Mina Corozo, Sara Elizabeth Cedeño Domínguez
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Gamification in action: Playful didactic strategies to transform English teaching in educational contexts

Carmen Dolores Jaime Negrete, Elizabeth Carmela Mina Corozo, Sara Elizabeth Cedeño Domínguez
article en

Abstract

This scientific article examines the impact of gamification and game-based learning on English teaching in the educational system in Guayaquil, employing a qualitative interpretive approach. Given the low levels of linguistic competence reported in national and international assessments, there is a need to incorporate active methodologies that respond to the interests, learning styles, and sociocultural contexts of today's students. Gamification, understood as the application of game elements in educational settings, and playful learning, as a strategy focused on meaningful experience, allow the classroom to be transformed into a dynamic, collaborative, and motivating space. Through components such as challenges, rewards, narratives, and teamwork, these methodologies promote the development of linguistic, socio-emotional, and digital skills. The study employs qualitative techniques, including participant observation, semi-structured interviews, and focus groups, to understand students' perceptions and experiences with these strategies. The expected results include improved motivation, academic performance, and active participation in English language learning. Finally, the benefits, risks, and conditions necessary for the effective implementation of these methodologies are discussed, highlighting the importance of teacher training, contextualized pedagogical design, and actively listening to student voices. It is concluded that gamification can be a transformative tool for a more inclusive, meaningful education that is connected to the challenges of the 21st century.

Zenodo (CERN European Organization for Nuclear Research)
Ministerio de Educación del Ecuador
Quality Education
Openalex Percentile: Top 22%
Educational Games and Gamification
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