Abstract
Considering the need to engage and motivate English language students within the context of the Language without Borders (LwB) program at the Federal University of Sergipe (UFS), gamification or the use of game thinking and mechanics in real life contexts was applied in a class from a 48-hour course. In this paper, this gamified class is analyzed and compared to a non-gamified one. We also investigate how students perceive the experience in comparison to the regular classes. The methodology employed is a qualitative teacher-research based on action research. Finally, we conclude that even though 100% of the students think that the gamified class is better, they feel just as motivated in non-gamified ones.
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