DIGILEC Revista Internacional de Lenguas y Culturas
Digilec 11 (2024), pp. 240-268
Fecha de recepción: 02/09/2024
Fecha de aceptación: 08/11/2024
DOI: https://doi.org/10.17979/digilec.2024.11.11176
e-ISSN: 2386-6691
LITERACY DEVELOPMENT THROUGH GAME-BASED
LEARNING AND GAMIFICATION IN EFL IN PRIMARY
EDUCATION: A COMPARATIVE STUDY
DESARROLLO DE LA ALFABETIZACIÓN A TRAVÉS DEL
APRENDIZAJE BASADO EN JUEGOS Y LA GAMIFICACIÓN EN LA
CLASE DE INGLÉS COMO LENGUA EXTRANJERA EN
EDUCACIÓN PRIMARIA: UN ESTUDIO COMPARATIVO
Silvia CANTERO CORTINAS
Universitat de Valéncia
Orcid: https://orcid.org/0009-0009-7338-7895
Agustín REYES TORRES
Universitat de Valéncia
Orcid: http://orcid.org/0000-0003-1058-3513
Abstract
This paper explores the integration of games into foreign language teaching through
Game-Based Learning (GBL) and Gamification within the English as a Foreign Language
(EFL) classroom at a public Primary School in Valencia, Spain. The study analyses the
benefits of these approaches, emphasizing their unique contributions to language
learning. To this end, both methodologies were implemented separately in two parallel
classrooms using the same curricular contents and following the tenets of the Pedagogy
of Multiliteracies (New London group, 1996). The primary objective was to foster
students’ literacy development and empower them as meaning-makers in a second
language through engaging game-based activities. Employing a qualitative approach, the
study observed significant positive impacts on literacy development across conceptual,
personal, sociocultural and aesthetic dimensions. A complementary quantitative analysis
revealed a marked increase in student motivation, with most participants expressing high
levels of excitement and satisfaction averages in both classes. The findings suggest that
GBL and Gamification not only enhance student motivation and engagement in EFL but
also promote cooperative learning through group activities. However, the results caution
that these methodologies should not be seen as standalone solutions for effective teaching
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and learning. Rather than being opposing strategies, GBL and Gamification are
complementary, each serving distinct purposes that can be harmoniously integrated
within the classroom. Consequently, educators are encouraged to integrate both
methodologies concurrently to optimize language learning outcomes.
Keywords: English as a Foreign Language (EFL); game-based learning (GBL);
gamification; literacies; multimodality.
Resumen
Este artículo explora la integración de los juegos en la enseñanza de lenguas extranjeras
mediante el Aprendizaje Basado en Juegos (ABJ) y la Gamificación en el aula de Inglés
como Lengua Extranjera (ILE) en una escuela primaria pública de Valencia, España. El
estudio analiza los beneficios de estos enfoques, destacando sus contribuciones únicas al
aprendizaje de idiomas. Con este fin, ambas metodologías se implementaron por separado
en dos aulas paralelas utilizando los mismos contenidos curriculares y siguiendo los
principios de la Pedagogía de las Multiliteracidades (New London Group, 1996). El
objetivo principal fue fomentar el desarrollo de la literacidad en los estudiantes y
capacitarlos como creadores de significado en una segunda lengua a través de actividades
basadas en juegos. Empleando un enfoque cualitativo, el estudio observó impactos
positivos significativos en el desarrollo de la alfabetización en dimensiones conceptuales,
personales, socioculturales y estéticas. Un análisis cuantitativo complementario reveló un
aumento notable en la motivación estudiantil, con la mayoría de los participantes
expresando altos niveles de entusiasmo y satisfacción en ambas clases. Los hallazgos
sugieren que el GBL y la Gamificación no solo mejoran la motivación y el compromiso
de los estudiantes en ILE, sino que también promueven el aprendizaje cooperativo a
través de actividades grupales. Sin embargo, los resultados advierten que estas
metodologías no deben considerarse soluciones únicas para una enseñanza y aprendizaje
efectivos. En lugar de ser estrategias opuestas, el ABJ y la Gamificación son
complementarias, cada una con propósitos distintos que, al combinarse, optimizan los
resultados de aprendizaje de idiomas. En consecuencia, se anima a los educadores a
integrar ambas metodologías simultáneamente para maximizar el impacto educativo en
el aula de lenguas.
Palabras clave: inglés como lengua extranjera (ILE); aprendizaje basado en juegos
(ABJ); gamificación; alfabetización; multimodalidad.
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1. INTRODUCTION
In the ever-evolving field of foreign language education, teachers are constantly
looking for innovative approaches to engage and motivate students, especially in the area
of EFL instruction at the primary level. As traditional teaching methods come under
debate for their ability to engage the attention of digital-native learners, the integration of
games, particularly Game-Based Learning (GBL) and Gamification, emerges as a
promising avenue (Mercan and Varol, 2024). This article delves into the transformative
potential of GBL and Gamification in the context of primary EFL education, with the aim
of shedding light on their benefits, challenges and implications for language teaching and
learning.
Games make language learning more practical and engaging. Not only do they
trigger active learning and are student-centred oriented, but also allow learners to interact
in particular social contexts, work collaboratively, make mistakes and construct
knowledge (Reyes-Torres and Portalés, 2020). Playing games thus provides students with
the opportunity of experiencing language in a memorable way (Schank et al., 1999).
Varol, Mercan and Köseğlu (2024) claim that these methodologies come under the
broader category of active and multimodal learning, a progressive educational trend that
gives priority to students’ participation.
In line with these active learning principles, preparing students for active
participation in today’s multimodal societies also requires guiding their learning towards
an expanded understanding of language, imagery, culture, and literature (Kern, 2000). As
Paesani, Allen, and Dupuy (2016) emphasize, the Pedagogy of Multiliteracies offers a
relevant framework for achieving this, as it encourages students to navigate and interpret
various forms of communication beyond text alone. Reyes-Torres and Portalés (2020)
argue that reflective practices and multimodal strategies not only enable young learners
to use foreign languages for communication but also empower them to critically analyze
and discuss multimodal resources, thereby cultivating a deeper, more comprehensive
literacy.
This article presents a research study in which GBL and Gamification were
separately implemented to examine their specific contributions to language learning. The
main objective was to study whether games in the classroom can meet the objectives and
competences required for learning a foreign language in the 21st century. For this
purpose, two educational interventions were designed based on the same curricular
content of the English class for 3rd graders in Primary Education. Game-Based Learning
(GBL) was implemented in one classroom while gamification was used in the other.
Through this study, we explore how each of these approaches contribute to enhance
students’ literacy, allowing them to become active agents and meaning makers who
construct their own knowledge (Zapata, 2022; Paesani and Menke, 2023).
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2. LITERATURE REVIEW
2.1. Game-based learning and gamification: key features and learning aims
As the demands of a digital and global society evolve, it is essential for students to
not only comprehend English texts but also use the language to communicate, interact
and think (Kern, 2000; Menke and Paesani, 2023). Likewise, Zapata (2022) highlight
that factors such as motivation significantly impact the foreign language learning process.
Consequently, active methodologies like GBL and Gamification have gained
prominence, especially in primary EFL education, by fostering a dynamic and engaging
learning environment. These approaches enable young learners to become meaning-
makers and develop their literacy skills through multimodal resources (Reyes-Torres and
Portalés, 2020).
GBL integrates game elements into educational activities, transforming language
acquisition into an immersive and interactive experience. According to Sánchez (2021),
GBL aims to support learning by using games to teach content, develop skills, and assess
knowledge. This methodology focuses not just on content acquisition but also on
developing broader competencies (Ramírez de Arellano, 2022). GBL operates on the
principle of “educating by playing,” where the game serves as a tool for learning and skill
development (Ortiz, 2021). Sánchez (2021) identifies three levels of GBL
implementation: the initial level, which introduces simple, short games; the intermediate
level, which encourages deeper engagement with the content; and the advanced level,
where games become central to learning in classrooms familiar with this methodology.
In contrast, Gamification involves applying game-like elements, such as
competition and rewards, in non-game contexts to influence behaviours and enhance
engagement (Teixes, 2015). It is often used alongside other methodologies, serving as a
"ludic layer" that transforms the learning experience without altering the core teaching
structure (Sánchez, 2021). Gamification can be categorized by its duration: superficial or
content gamification is applied to specific activities, while structural or deep gamification
is integrated throughout an entire curriculum (Alejaldre and García, 2015). Another
classification is based on the type of game elements used, such as board games, role-
playing games or video games (Sánchez, 2021).
Both GBL and Gamification share the goal of enhancing motivation and
engagement in EFL learning. As noted by Ramírez de Arellano (2022), these
methodologies promote multiliteracies by placing learners at the centre of education,
enabling them to actively participate in the creation of knowledge. Additionally, both
approaches cultivate a sense of curiosity and challenge, which motivates students to
engage meaningfully with the language. Fonseca et al. (2023) argue that GBL and
Gamification foster cooperative learning, as students collaborate to achieve common
goals, thereby strengthening communication, socialization, responsibility and leadership.
Despite their similarities, GBL and Gamification differ in their application. GBL
utilizes intentional games whether pre-existing or teacher-createdto support learning
(Ortiz, 2021), whereas Gamification involves embedding game elements into existing
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educational frameworks without the use of actual games. These differences allow for the
complementary use of both approaches in the EFL classroom (Zhang and Yu, 2022).
While research on game-based methodologies in second language acquisition
remains limited, several studies have reported positive outcomes. Cabrera-Solano (2022)
found that using GBL with tools like Genially improved academic performance in EFL
classes, helping students activate prior knowledge and better prepare for challenges.
Esquivel (2019) noted that Gamification promotes interaction among students, facilitating
more dynamic and engaging English lessons. Similarly, Redjeki and Muhajir (2021)
demonstrated that Gamification boosts motivation and encourages greater effort in
learning English.
2.2. Literacy development, multimodality and games in EFL
Traditionally, an individual was considered literate if he/she had the ability to read
and write. These two skills were thought to be sufficient in order to encode and decode
messages; however, decoding without making sense of it leads to no real learning (Yates
2007). In the 21st Century society, children are constantly exposed to different types of
texts and modes of expression. Hence, the concept of literacy goes beyond reading and
writing (Paesani and Menke, 2023). As Kern (2000) emphasizes, literacy involves
interpretation, collaboration, conventions, cultural knowledge, problem solving,
(self)reflection and language use. In short, it involves communication and, as will be
shown, it can be developed through multimodal resources such as games, picture books,
graphic novels, short-animated films, advertisements, etc. In this line of thought, Reyes-
Torres, Portalés-Raga and Torres-Mañá (2021, p.302) define literacy as “a dynamic and
multidimensional process of construction of meaning that enable students to grasp and
evaluate information, organize ideas, exchange perspectives and reflect critically on a
variety of sociocultural contexts”. As learners develop their literacy, they develop their
language skills, visual thinking strategies, dialogic attitudes and social practices.
Also, literacy must be considered taking into account the three dimensions that
characterize it: personal, conceptual and sociocultural (Kern, 2000; Kucer, 2014). The
personal dimension is based on the learners identity, prior knowledge, attitude, values
and natural ability to address a text and create new ideas; the conceptual dimension
consists of the contents, topics or linguistic aspects that students need to learn in order to
construct meaning through multimodal texts; finally, the sociocultural dimension draws
attention to the importance of offering students the opportunity to interact both with the
text and with their peers to exchange their points of view. Since this is a process that
teachers can expect students to enjoy, this dimension incorporates the notion of aesthetic
learning (Rosenblatt, 1986; Kucer, 2014; Reyes-Torres and Portalés, 2020). Students are
guided to be open-minded and to value other cultures, ideas, and opinions. Taken
together, these dimensions are complementary and equally relevant in the teaching and
learning process.
Most importantly, this approach to literacy can be effectively applied through GBL
and Gamification in foreign language teaching. In todays multimodal world, learners
have access to a wealth of resources that facilitate meaning-making and knowledge
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construction. Multimodality refers to the use of various modes of representationimages,
sounds, text, colours, and music—working together to create a communicative act (Jewitt
and Kress, 2010). In games, learners must decode and create meaning from visual
elements, movements, sounds, dialogues, and words, all of which contribute to the
learning process.
Additionally, games integrate visual elements that contribute to foster visual
thinking, a powerful cognitive tool that helps students to interpret what they see. Visual
thinking enhances creativity, improves memory and concentration, helps to organise ideas
and involves all the senses in the learning process (McLoughlin and Krakowski, 2001).
For this reason, foreign language education must offer a diversity of symbolic and visual
forms that enable learners to create meaning from the information they receive, analyse
it and produce new ideas. As a result, authors such as the New London Group (1996),
Cope and Kalantzis (2015), Paesani (2016), Warner and Dupuy (2018), Lacorte and
Reyes-Torres (2021) and Zapata (2022) defend that in the 21st century the term literacy
should be replaced by multiliteracies due to the diversity of texts and the different modes
of representation.
Multiliteracies not only embrace diverse modes of representation but also
incorporate sociocultural practices and new perspectives (New London Group, 1996;
Kucer, 2014; Cope and Kalantzis, 2015). Given that children are daily exposed to
numerous communication channels, the messages they receive come in a variety of forms.
Thus, it is crucial to integrate multimodal resources into classrooms to offer students
opportunities to interpret, access, and share information in diverse forms. For EFL
teachers, this means using a variety of authentic, multimodal resources to guide students
in knowledge construction, ensuring they engage in meaningful, multimodal learning
experiences.
In conclusion, the evolving landscape of literacy requires educators to adapt to the
multimodal nature of communication in the digital age. By incorporating GBL and
Gamification into EFL classrooms, teachers can provide students with opportunities to
develop literacy skills that reflect the diverse ways in which language and meaning are
constructed today.
2.3. The tenets of the pedagogy of multiliteracies
This study follows the postulates of the Pedagogy of multiliteracies, as it seeks to
train students to be creators and consumers of various modes of expression. It was in 1994
when the New London Group (NLG) met in New Hampshire to reconsider new ways of
looking at how and what students needed to learn in school (Cope and Kalantzis, 2009).
Led by Mary Kalantzis and Bill Cope, this group of scholars coined the term
multiliteracies with the purpose of adapting literacy to diverse social realities. This
pedagogy transcends the limitations of traditional teaching approaches by focusing on
learnerslinguistic and cultural differences. It is based on the idea that language and the
meaning-making process are dynamic resources that learners constantly remake as they
interact with them in a given sociocultural context.
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This pedagogy incorporates the concept of Learning by Design as the backbone of
the multiliteracies framework, which involves three elements: Available designs,
Designing and the Redesigned (New London Group, 1996; Cope and Kalantzis, 2009).
The Available designs are based on the idea that any type of text incorporates signs or
elements existing meanings and expressionsthat can be interpreted, whether verbal,
visual or literary-cultural. The act of designing happens when students recognize the
available designs and develop their own meaning, which leads to Redesign, which is the
result of the studentsnew interpretation, becoming thus active designers of meaning. In
the words of Sánchez (2014), it is the result of human agency, and it can be conveyed
through the production of any type of multimodal text that connotes a new understanding
(Reyes-Torres et al., 2021). Therefore, the co-construction of meaning between teachers
and students always involves the transformation of the available designs. This model is
conceived as a cyclical one, since learning is an active process in which learners
continuously evolve with the mediation of teachers.
To implement it, the NLG proposes the Knowledge Processes Framework (KPF)
that consists of four pedagogical acts: experiencing, conceptualizing, analyzing and
applying. Since it is a recurrent process, as illustrated in Figure 1, Cope and Kalantzis
(2015) suggest combining them depending on the learning objectives.
Figure 1
The knowledge processes framework
Note. Prepared by the authors based on NLG (1996).
“Experiencing” consists of engaging learners cognitively to use the language. The
goal of the teacher is to activate studentsminds to reflect and relate content to previous
experiences. Secondly, in order to prepare learner to reflect, it is crucial to design sessions
based on the concepts they need to learn to develop their knowledge. This is what the act
of “conceptualizing” is all about. Next, “analyzing” is based on the relationship between
textual and visual meaning with social, cultural, historical and ideological contexts and
Applying
4 pedagogical acts
Experiencing
Analyzing
Conceptualizing
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objectives. Finally, “applying” refers to the fact that learners should become producers of
knowledge during the whole learning path. As can be seen, the four pedagogical acts are
fundamental for the effective and meaningful implementation of the multiliteracies
pedagogy.
3. RESERCH DESIGN
The research employs a mixed methodology, strategically leveraging the strengths
of both qualitative and quantitative methods, specifically, utilizing a convergent design
(Creswell and Plano Clark, 2018). As emphasized by Creswell (2009), the integration of
these approaches offers more advantages than their individual use, given their
interdisciplinary nature, enhancing the depth of analysis and understanding of results. In
this study, a qualitative methodology is used, recognizing observation as a method of
argumentation. Qualitative procedures draw upon data from textual and visual sources,
with the researcher serving as a pivotal instrument in data collection. Simultaneously, a
quantitative methodology is utilized, with numerical data collection to yield objective and
measurable outcomes. This method encompasses the entire processes of collecting,
analysing, interpreting and writing up research results (Creswell, 2009).
3.1. Research objectives and questions
The primary objectives of this research are to assess the effectiveness of Game-
Based Learning (GBL) and Gamification in enhancing multiple literacies among EFL
students and to investigate the differences and commonalities in learner engagement and
motivation between these two approaches. Specifically, the research seeks to answer the
following questions:
How do Game-Based Learning (GBL) and Gamification influence the
development of literacy in primary EFL classrooms?
What are the differences and similarities in learner engagement and motivation
between Game-Based Learning and Gamification approaches in the EFL context?
3.2. Context and participants
The educational intervention was conducted during the 2022-2023 academic year
at Federico Maicas School, a public school in Torrent, a suburban area of Valencia, Spain.
The school serves a socioeconomically diverse neighbourhood and enrols students across
two classes per year, with a maximum of 25 students per class. Table 1 below presents
key demographic and academic characteristics of two third-grade classes (3rd A and 3rd
B) participating in the study.
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Table 1
Students’ characteristics
3rd A
3rd B
Number of students
24
24
Number of girls
11
11
Number of boys
13
13
Age of students
8-9-10
8-9
Nationalities
Spanish
Russian
Colombian
Iraqi
Spanish
Moroccan
Italian
Argentinean
Students at 2nd level of Primary
Education (split level)
4
3
SEN
1
3
Which one(s)?
1 ADHD
2 high capacities
1 ADHD
Note. Prepared by the authors.
The school’s English course relied mainly on textbooks, with few activities beyond
these resources. During the initial days of classroom observation previous to the
investigation, the teacher-researcher noted the students’ enthusiasm for board games and
the Mario Bros video game. These observations inspired the design of two tailored
educational interventions based on these interests. This research aimed to show students
that language learning could be engaging and enjoyable.
3.3. Procedure
The research followed three phases. First, initial student motivation towards
English was assessed via focus group interviews and a pre-questionnaire. This was
followed by a classroom intervention using the teacher’s work diary to collect
observational data. The intervention was centred on two units around identical content
but used different methodologies for each class. Both groups discussed gender stereotypes
in professions through a video (https://bit.ly/3Wo8DWQ) and engaged in vocabulary-
building team activities on “Jobs.”
Class 3rd A used gamification, tackling five Mario Bros-themed challenges (see
Annex 1) to “save Luigi,” integrating video game elements. Class 3rd B engaged in
Game-Based Learning (GBL) with five gamesMemory, Domino, Bingo, Whos Who,
and Goose Game (see Annex 2)—to introduce the vocabulary. Finally, student motivation
and satisfaction were measured via post-activity questionnaires, and a vocabulary test was
administered to assess learning outcomes.
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Tables 2 and 3 outline the schedules for classes 3rd A and 3rd B. Each timetable
divides the phases into specific dates and activities, starting with data collection on prior
motivation, followed by the intervention phase, and concluding with post-intervention
assessments.
Table 2
3rd A class schedule
3rd A class
Wed 3rd
May
Fri 5th
May
Mon 8th
May
Tue 9th
May
information
questionnaire
activity
knowledge acquired
Note. Prepared by the authors.
Table 3
3rd B class schedule
3rd B class
Wed 26th
April
Fri 28th
April
Mon 1st
May
Tue 2nd
May
information
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questionnaire
activity
knowledge acquired
Note. Prepared by the authors.
On the other hand, regarding students’ literacy development, the specific learning
objectives were categorized into three major groups, aligning with the three dimensions
of literacy (Kucer, 2014) explained earlier and linked to the four pedagogical acts and
specific competences in the Spanish national educational curriculum, as detailed in Tables
4, 5 and 6.
Table 4
Learning objectives for the conceptual dimension of literacy
Specific
competences
Objectives of the intervention
Pedagogical acts
C.E.1
Multilingualism and
interculturalism
Pronounce the vocabulary correctly (Jobs)
Conceptualizing
Reflect on the difference between the Spanish
and English language in relation to the gender of
nouns
Analyzing
C.E.2 Oral (and
visual)
comprehension
Interpret information from audiovisual
resources
Experiencing
C.E.3 Reading
comprehension
Decode the information expressed in written
texts
Experiencing
C.E.4 Oral
expression
Express ideas and solutions using the foreign
language
Experiencing and
applying
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C.E.5 Written
expression
Know how to write correctly the vocabulary
worked on (Jobs)
Conceptualizing
C.E.6 Oral
interaction
Communicate with peers orally during activities
using the foreign language
Experiencing and
analyzing
C.E.7 Oral
mediation
Reflect ideas and emotions using an audio-
visual resource
Experiencing and
analyzing
Explain what an activity consists of to
classmates
Applying
Note. Prepared by the authors.
Table 5
Learning objectives for the personal dimension of literacy
Specific
competences
Objectives of the intervention
Pedagogical acts
C.E.1
Multilingualism and
interculturalism
Associate the new vocabulary with their
previous knowledge
Conceptualizing
C.E.1
Multilingualism and
interculturalism
Reflect on a current issue (gender stereotypes at
work)
Analyzing
Create a welcoming and safe working
environment, so that they can express their
opinions freely and develop their critical
thinking
Experiencing
Note. Prepared by the authors.
Table 6
Learning objectives for the sociocultural and aesthetic dimension of literacy
Specific
competences
Objectives of the intervention
Pedagogical acts
C.E.6 Oral and
written interaction
Know how to work in a team
Experiencing
C.E.6 Oral and
written interaction
Interact with peers
Experiencing and
applying
Enjoy learning English
Experiencing
Increase interest in and motivation for the
subject
Experiencing
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C.E.1
Multilingualism and
interculturalism
Understand that there are other ways of learning
languages
Experiencing and
analyzing
Note. Prepared by the authors.
3.4. Instruments
To achieve the research objectives, several instruments were employed. As already
noted, classroom observation was documented daily in a teachers work diary. During
Phases I and III, focus group interviews with five representative students per class were
conducted to compare their motivation levels and explore their ideas for alternative
learning methods in English. For this purpose, the following quick pre-questionnaire
assessed initial motivation levels for the entire group in Phase I, through two questions
focusing on EFL.
Figure 2
Pre-questionnaire
Note. Prepared by the authors.
The two didactic units—one focused on Mario Bros gamification, the other on
various board gamesformed the core of the classroom intervention. The activities
carried out are specified in Annexes 1 and 2. Furthermore, a post-session questionnaire
using a Likert scale (0 to 4) measured satisfaction and motivation (see Figure 3).
According to Maldonado (2007), this scale effectively quantifies responses, providing
reliable data for academic research (Blanco and Alvarado, 2005; Bedoya, 2017). Through
these questions, the aim was to find out whether the students had enjoyed the class,
whether they would like to repeat this type of session and whether they had learned new
concepts and how to work collaboratively. Students also rated the session on a 1–10 scale
and identified their primary emotions during the activities.
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Figure 3
Post-questionnaire
Note. Prepared by the authors.
Three days later, a written test evaluated vocabulary retention to compare learning
outcomes between the GBL and Gamification methods. In addition, a rubric has been
used to evaluate the research process carried out, taking into account different categories.
According to Stevens and Levi (2012), rubrics are valuable pedagogical tools because
they make us more aware of our individual teaching styles and methods and allow us to
impart more clearly our intentions and expectations.
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Figure 4
Intervention rubric
Note. Prepared by the authors.
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4. RESULTS
The achievement of research objectives hinges on the obtained results. Given the
mixed methodology employed, results are categorized into two main blocks, those
referring to the qualitative method and, in addition, those derived from the quantitative
method.
4.1. Qualitative methodology
Results were gathered and categorized based on the three dimensions of literacy
(conceptual, personal and socio-cultural and aesthetic) described in Tables 4, 5 and 6.
Tables 7, 8 and 9 present the definition of each category, along with their corresponding
codes and subcodes extracted from the content analysis conducted in the context of this
study.
Table 7
Definition of codes and subcodes of the conceptual dimension
Categories
Definition
Codes
Definition
Subcodes
Definition
Conceptual
dimension
This category
refers to the
construction
of meaning
through
multimodal
texts.
Correct
pronunciation
and writing of
vocabulary
PW
Use of new
vocabulary
in an
appropriate
way
Reflection on
the difference
between the
Spanish and
English
language
RD
References
to the
differences
between
languages
in terms of
noun
gender
Interpreting
information
from
multimodal
texts
IM
Description
and
personal
opinion
through
multimodal
resources
Audiovisual
resources
RES
Interpretation
of a video
Written texts
TEX
Interpretation
of written
messages
Ideas and
emotions
IE
Learner
references
to ideas and
emotions
Use of the
English
language
UE
Use of the
English
language
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Oral
mediation
MED
Intervention
between a
multimodal
resource and
a partner
Note. Prepared by the authors.
Table 8
Definition of codes and subcodes of the personal dimension
Categories
Definition
Codes
Definition
Subcodes
Definition
Personal
dimension
This
category
encompasses
those aspects
related to the
learner’s
identity,
prior
knowledge,
attitudes,
values and
natural
ability to
deal with
text and
create new
ideas.
Connecting
ideas
CI
Relation
between the
new
vocabulary
and their
previous
knowledge
Concepts
learned in the
classroom
CON
Relation
with
contents
worked on
in class
Previous
personal
experiences
EXP
Allusions to
previous
experiences
Critical
reflection
RC
Critical
thinking in
relation to
current issues
in society
Gender
stereotypes at
work
STE
Recognition
of the
clichés
between
men and
women in
the
professions.
Creating safe
space
CS
Generating a
welcoming
working
environment
Note. Prepared by the authors.
Table 9
Definition of codes and subcodes of the sociocultural and aesthetic dimension
Categories
Definition
Codes
Definition
Subcodes
Definition
Sociocultural
and aesthetic
dimension
This
category is
based on the
cultural
Cooperative
learning
Peer-to-peer
knowledge
building
Interaction
with peers
INT
Use of the
English
language to
communicate
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context in
which the
learners are
situated.
CL
Teamwork
TEA
Skills to be
able to work
in groups
Increased
interest in the
subject
INT
Situations
demonstrati
ng learner
motivation
towards the
foreign
language
Enjoyment of
learning
English
ENJ
References
to enjoyment
of learning
English
Knowledge of
other ways of
learning
languages
OW
References
to learning a
language in
different
ways
Note. Prepared by the authors.
According to this classification, the findings highlight the nuanced effects of the
educational interventions. Each dimension reflects unique aspects of how students
engaged with the learning process and responded to the activities.
The conceptual dimension revealed significant improvement in students’
vocabulary mastery and linguistic awareness. Activities such as team-based
communication tasks enabled students to practice correct pronunciation and writing while
reinforcing vocabulary through repetition. For example, groups successfully identified
and described professions like "nurse" and "firefighter," which strengthened their
confidence in both oral and written language. Additionally, students demonstrated an
ability to reflect on linguistic differences, such as observing that English uses a singular
form for "nurse," unlike the gendered forms in Spanish. Multimodal tools like videos and
written texts further encouraged active interpretation and teamwork, as seen during the
Goose Game, where students collaboratively solved challenges. Moreover, open
discussions allowed learners to express their preferences for engaging learning methods,
including songs and videos, over traditional textbooks.
The personal dimension emphasized how students connected new knowledge to
their personal lives, engaged in critical reflection, and benefited from a safe and
supportive learning environment. Many students related the new vocabulary to their
personal experiences, such as referencing family members’ professions or prior
knowledge. Through discussions and video-based activities, students reflected on societal
issues like gender stereotypes, concluding that "you can be anything you want to be,"
regardless of gender. The creation of a safe space played a pivotal role in boosting
students’ confidence. Learners who were previously hesitant to participate due to fear of
making mistakes reported feeling more at ease, with one student noting, "I liked this class
because no one laughed if I made a mistake".
The sociocultural and aesthetic dimension highlighted the importance of
collaborative learning and its impact on motivation. Group activities fostered teamwork
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and cooperative problem-solving, with students noting that tasks were completed faster
and with greater enjoyment when working together. This sense of collaboration extended
beyond the classroom, as some students expressed a desire to continue activities like the
Goose Game during their free time. The combination of these activities sparked
excitement and sustained interest in learning English. One student remarked, "Can we use
some of the games in the playground? They are so fun!" This enthusiasm reflects the
potential of collaborative and enjoyable methods to transform studentsattitudes toward
language learning.
4.2. Quantitative methodology
The quantitative findings reinforced the qualitative insights, revealing the
transformative effects of GBL and gamification on student motivation, satisfaction, and
knowledge retention. An initial assessment of students’ motivation levels revealed a
diverse range of interest in English before the intervention. For this first specific category,
emphasis was placed on two questions, graded on a Likert scale ranging from 0 to 4. The
cumulative score, therefore, ranges from 0 to 8, representing the sum of the two questions.
In both Class 3A and Class 3B, approximately 50% of students scored below 4 on an 8-
point scale, indicating low motivation. This highlighted the potential for targeted
interventions to enhance engagement and enthusiasm for language learning.
Figure 5
Students’ previous motivation
Note. Prepared by the authors.
Following the intervention, students’ satisfaction levels soared, as depicted in
Figures 6 and 7. Every student rated the sessions above 6 on a 10-point scale, with mean
satisfaction scores of 9.17 for Class 3A and 9.50 for Class 3B. Emotional responses during
the sessions further underscored the success of these methods. In Class 3A, nearly half
0
1
2
3
4
5
6
012345678
Number of responses
Punctuation
Students' previous motivation
3ºA 3ºB
3rd A 3rd B
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Digilec 11 (2024), pp. 240-268
the students reported feeling "excited," while others described feeling "happy" or a mix
of both (Figure 8). Similarly, in Class 3B, 53% of responses reflected excitement and
happiness, with one student even expressing sadness at the class’s conclusion, wishing
the activities could continue (Figure 9).
Figure 6
Satisfaction with the activity
Note. Prepared by the authors.
Figure 7
Class score
Note. Prepared by the authors.
0
2
4
6
8
10
7-8 9-10 11-12 13-14 15-16
Number of responses
Punctuation
Satisfaction with the activity
3ºA 3ºB
3rd A 3rd B
0
5
10
15
20
5678910
Number of responses
Punctuation
Class score
3ºA 3ºB
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Figure 8
Graph of the 3rd A students’ emotions
Note. Prepared by the authors.
Figure 9
Graph of the 3rd B students’ emotions
Note. Prepared by the authors.
Knowledge assessments after the sessions highlighted notable differences between
the two methodologies. In the GBL group (Class 3B), 91% of students answered the
majority of questions correctly, compared to 53% in the gamification group (Class 3A)
(Figure 10). This disparity can be attributed to the higher frequency of vocabulary
repetition in GBL activities, which allowed students to engage with key terms multiple
times across various games. Additionally, students in Class 3B excelled in recalling extra
vocabulary, outperforming their counterparts in Class 3A (Figure 11). One student
remarked “I can remember words better because we used them in all the games”,
emphasizing the value of repeated, meaningful interactions with the material.
47%
24%
29%
Emotions during the activity (3rd A)
Excited Excited and happy Happy
37%
53%
5% 5%
Emotions during the activity (3rd B)
Excited Excited and happy Happy Sad
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Figure 10
Knowledge through questions 1 and 2 from the questionnaire
Note. Prepared by the authors.
Figure 11
Extra words
Note. Prepared by the authors.
The primary reason for these outcomes could be attributed to the fact that in
Gamification, each vocabulary word appeared only once during the lesson. In contrast,
all the words were featured in all the GBL games. Consequently, students in 3rd A
engaged with each job only once in one of the challenges, while in 3rd B, all the jobs
0
1
2
3
4
5
6
7
3 4 5 6 7 8 9 10 11 12
Number of responses
Punctuation
Knowledge (questions 1 and 2 from the questionnaire)
3ºA 3ºB
3rd A 3rd B
0
2
4
6
8
10
1-3 4-6 7-9 10-12 13-15
Number of words
Punctuation
Extra words
3ºA 3ºB
3rd A 3rd B
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were addressed five times, once in each game. This facilitated a more meaningful
acquisition of the new vocabulary for the 3rd B students.
5. DISCUSSION
This research, grounded in both quantitative and qualitative methods, examined the
effects of GBL and Gamification on literacy development and learner engagement in
primary EFL classrooms. By analyzing data from literacy assessments, engagement
surveys, student interviews, and classroom observations, the study provides a multi-
dimensional perspective on how these methods influence not only academic skills but
also personal, conceptual, sociocultural and aesthetic experiences of students.
Personal Dimension: GBL and Gamification both shaped students personal
connections to language learning, though in different ways. The immersive narratives in
GBL allowed students to explore personal meaning in language, fostering self-expression
and individual interests, as supported by qualitative interviews where students shared
feelings of personal achievement and enjoyment in narrative-based tasks. Gamification,
with its reward-based system, appealed to personal ambition and a sense of
accomplishment, particularly for students motivated by competition. This personal
dimension reveals how both approaches encourage students to view language learning as
a meaningful part of their identity, with GBL fostering intrinsic motivation through
exploration and Gamification providing motivation through visible progress.
Conceptual Dimension: From a conceptual perspective, the findings indicate that
GBL is effective in promoting critical thinking and deeper understanding of language as
a system, while Gamification supports memorization and recall of language rules.
Quantitative data revealed that GBL contributed to advanced literacy skills, like
comprehension and inference, as students engaged with complex scenarios that required
critical thinking. Observational data corroborated this, as students used language more
flexibly and creatively during GBL activities. In contrast, Gamification provided a
scaffold for conceptual mastery of foundational elements, such as vocabulary and
grammar, making it an effective approach for developing a strong base in language
mechanics. Both methods thus contribute distinctively to conceptual literacy
development, underscoring the complementary nature of GBLs depth and
Gamification’s breadth.
Sociocultural Dimension: This dimension, essential in language acquisition,
emerged strongly in the way GBL and Gamification fostered collaboration and social
engagement. Observational data showed that GBL often facilitated peer interaction and
collective problem solving, aligning with social constructivist principles where learners
co-construct understanding through interaction. Many students reported feeling a sense
of belonging and teamwork within GBL activities, reflecting a sociocultural integration
into language learning. Meanwhile, Gamification, while more individually oriented, also
tapped into studentsdesire for social recognition, as leader boards and badges motivated
friendly competition and social engagement. These sociocultural elements support the
idea that both approaches create interactive learning environments, GBL through
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cooperative play and Gamification through competitive dynamics, enriching the social
context of the EFL classroom.
Aesthetic Dimension: Due to its narrative richness, GBL provided an aesthetic
dimension where students could engage with language as part of a larger, often visually
captivating story, adding a layer of emotional resonance to language tasks. Classroom
observations and interviews revealed students’ enjoyment of the world-building aspects
of GBL, where language was presented not merely as a skill but as a creative experience.
Gamification, though structured around goals and rewards, also introduced an aesthetic
element through the design of badges, points, and levels that visually marked students
progress. These aesthetic features increased motivation by making learning visually
rewarding, though perhaps more extrinsically.
6. CONCLUSION
The findings of this study address the research questions and highlight the benefits
of incorporating GBL and gamification in EFL instruction. These methods significantly
enhanced students’ motivation and interest in English while fostering literacy
development. Notably, the GBL approach produced superior outcomes in terms of
vocabulary retention and application, as students engaged with repeated use of words
across multiple games. Gamification also demonstrated effectiveness, particularly for
smaller sets of vocabulary consistently reinforced throughout the challenges.
However, these methodologies are not without limitations. While students actively
participated and acquired new vocabulary, they lacked opportunities for reflective
practice and real-world application of their learning. Reflection occurred primarily
through external activities, such as video discussions, rather than being embedded within
the games themselves. Similarly, the application of acquired knowledge —a core
pedagogical goal was underdeveloped during the sessions. Incorporating
supplementary activities designed for reflection and practical application is essential to
fully realize the potential of these methods. Consequently, GBL and gamification should
not be used in isolation but as complementary tools alongside other instructional
methodologies to foster a well-rounded learning experience.
Furthermore, the effectiveness of GBL and gamification may depend on broader
contextual factors that were not addressed in this study. For instance, the availability and
quality of technological resources (e.g., tablets, interactive whiteboards, or stable internet
access) can significantly impact how well these methods are implemented and received
by students. Additionally, parental involvement in reinforcing language-learning games
at home could play a crucial role in extending the benefits of these methods beyond the
classroom, fostering deeper engagement and retention of knowledge. Lastly, the influence
of peer dynamics —whether through collaboration, encouragement, or rivalry can
shape how students perceive and participate in gamified or game-based activities. These
factors warrant further investigation, as they may hold the key to optimizing the
implementation of GBL and gamification in diverse educational contexts.
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The study’s limitations include its small sample size and single-school setting,
which constrain the generalizability of the findings. Future research should expand to
more diverse populations to assess whether these results hold across varying
demographics. Longitudinal studies could also explore the sustained benefits of these
approaches, examining whether their motivational effects persist over time. Additionally,
comparative research in different cultural and educational contexts would provide
valuable insights into the broader applicability of these methods.
In conclusion, GBL and gamification offer powerful tools for enhancing
engagement and language acquisition in EFL classrooms. Their value lies not in replacing
traditional methods but in supplementing them to create more dynamic, interactive, and
motivating learning environments. Language educators are encouraged to experiment
with these approaches, integrating them thoughtfully into their teaching practices. After
all, play is a vital part of life and, consequently, a crucial element of education. So, we
pose the question to you, teacher: “Are you ready to play?”.
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ANNEX 1
Gamification activities
Challenge 1: “Match the image with its word”
In the first Gamification challenge, students matched images to corresponding words,
focusing on recognizing trades and ensuring the correct pairing of words with visuals.
Challenge 2: “Choose the correct word)
Students worked in teams to place the vocabulary cards next to the corresponding picture,
fostering collaboration while reinforcing their understanding of word meanings.
Challenge 3: “Circle the correct option”
Presented with three options for each image, students collaboratively identified and
eliminated incorrect choices. This activity encouraged discussion and teamwork to reach
a consensus.
Challenge 4: “Complete the following words”
Students completed vocabulary words by filling in missing letters, relying on image
recognition and spelling knowledge. This activity emphasized precision in word
construction.
Challenge 5: “Kahoot”
Using the school’s tablets, students participated in a fast-paced, interactive Kahoot quiz.
This final challenge assessed their mastery of the content while also enhancing their
digital competence.
ANNEX 2
GBL activities
Memory
One of the games used in the GBL methodology has been the memory game. This classic
game was adapted to reinforce vocabulary. Students took turns flipping over two face-
down cards, aiming to match pictures of jobs. The player with the most pairs at the end
won. This activity enhanced memory and visual recognition.
Domino
In this modified domino game, pieces featured a vocabulary word on one side and a
corresponding picture on the other. To place pieces, the image on one had to match the
word on another. Students worked together to form a complete circular domino layout,
emphasizing teamwork over individual competition.
Bingo
Each student received a card featuring 12 job-related pictures. Words were drawn
randomly from a bag, and students marked corresponding images on their cards.
Completing a line required calling out “Line,” while filling the entire card called for
“Bingo.” This game developed reading, pronunciation, and image-word associations.
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Who’s who
In this guessing game, one student selected a card featuring a job, while others used a
board with 36 images to deduce the chosen profession. By asking yes/no questions,
players practiced question formulation and speaking skills. Structured prompts helped
students construct their queries effectively.
Goose game
The Goose Game adapted its traditional format to include vocabulary-based challenges.
Players advanced by rolling a die, landing on squares with job-related questions such as
“Who works at the fire station?” Correct answers allowed them to stay; incorrect answers
sent them back. Special squares, like “Goose,” offered opportunities to move ahead. The
game combined language practice with a playful, competitive element.