Abstract

This study aimed to ascertain if there was a significant impact on the acquisition of English language competence, motivation, attention, and emotions towards English as a Second Language (ESL) after the development of gamification based on the famous Among us game with primary education students aged 7–8 years (n = 24) from a state school in Ciudad Real (Castilla-La Mancha). An experimental method with a pretest–post-test design was considered, in which the control group followed a transmission instructional model, and the experimental group underwent an eight-session gamified experience using Information and Communication Technologies (ICT). Four ad hoc tests were designed and implemented to assess writing, reading, speaking, and listening skills, while various test adaptations were used to measure attention and motivation variables. The results show that gamification helped to improve the variables analyzed, showing significant enhancements in reading from the experimental group, as well as a more positive attitude towards the English subject, increased active participation, and fewer negative inclinations towards mistakes. The study suggests that incorporating gamification can have a positive impact on learning outcomes and may serve as a means of bridging linguistic inequalities and promoting equitable access to language learning opportunities. However, further research is necessary to explore the potential of gamification in this regard.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.