La gamificación en la enseñanza del inglés: una estrategia para potenciar la expresión oral

Teaching English as a foreign language faces several challenges related to student motivation, active participation, and the development of communicative skills, particularly speaking. In response to this situation, gamification has emerged as an innovative teaching strategy that incorporates game elements into educational contexts in order to promote meaningful learning experiences. The aim of this study is to analyze the potential of gamification for the development of English-speaking skills, considering its theoretical foundations, key components, and practical applications in the teaching and learning process of foreign languages. From a theoretical and descriptive perspective, the study examines contributions from various scholars who emphasize the value of elements such as points, badges, levels, challenges, and immediate feedback systems in fostering motivation, participation, and learners' self-confidence. Likewise, practical experiences involving role-playing games, gamified debates, digital platforms, and collaborative learning environments are discussed as effective means of encouraging the contextualized use of the language. The analysis reveals that gamification contributes to reducing communication anxiety, increasing student interaction, and strengthening linguistic and social skills that are essential for English language learning. It is concluded that this methodology represents an effective alternative for enriching foreign language instruction, provided that its implementation is guided by clearly defined pedagogical objectives and adapted to the characteristics of the educational context in which it is applied.

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Publication Details

Journal
Revista Metropolitana de Ciencias Aplicadas
Published
2026-10-30
DOI
https://doi.org/10.62452/m3b2n358
Primary Topic
Educational Games and Gamification
Type
article
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article

La gamificación en la enseñanza del inglés: una estrategia para potenciar la expresión oral

Daniel Cima Mesa, Digna Ramona Delgado-Ibarra
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Revista Metropolitana de Ciencias Aplicadas
Educational Games and Gamification
article

La gamificación en la enseñanza del inglés: una estrategia para potenciar la expresión oral

Daniel Cima Mesa, Digna Ramona Delgado-Ibarra
article en

Abstract

Teaching English as a foreign language faces several challenges related to student motivation, active participation, and the development of communicative skills, particularly speaking. In response to this situation, gamification has emerged as an innovative teaching strategy that incorporates game elements into educational contexts in order to promote meaningful learning experiences. The aim of this study is to analyze the potential of gamification for the development of English-speaking skills, considering its theoretical foundations, key components, and practical applications in the teaching and learning process of foreign languages. From a theoretical and descriptive perspective, the study examines contributions from various scholars who emphasize the value of elements such as points, badges, levels, challenges, and immediate feedback systems in fostering motivation, participation, and learners' self-confidence. Likewise, practical experiences involving role-playing games, gamified debates, digital platforms, and collaborative learning environments are discussed as effective means of encouraging the contextualized use of the language. The analysis reveals that gamification contributes to reducing communication anxiety, increasing student interaction, and strengthening linguistic and social skills that are essential for English language learning. It is concluded that this methodology represents an effective alternative for enriching foreign language instruction, provided that its implementation is guided by clearly defined pedagogical objectives and adapted to the characteristics of the educational context in which it is applied.

Revista Metropolitana de Ciencias AplicadasVol. 9(6)
University of Cienfuegos (CU)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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