Gamification-based strategies to improve motivation in English learning in university students

Descripción del Articulo

The phenomenon of globalization has consolidated English as a fundamental competence in academic, work and social contexts, demanding innovative strategies that promote motivation and effective learning. This study aims to analyze the impact of gamification-based strategies on the motivation of univ...

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Detalles Bibliográficos
Autores: Alban Defilippi, María Teresa, Estrada Alarcón, Diana Xiomara, Aroca Fajardo, Romina Lizeth, Pinto Sánchez, Yazmín Lisseth
Formato: artículo
Fecha de Publicación:2025
Institución:Universidad Cesar Vallejo
Repositorio:UCV-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.ucv.edu.pe:20.500.12692/166310
Enlace del recurso:https://eudoxuspress.com/index.php/pub/article/view/1688/1078
https://hdl.handle.net/20.500.12692/166310
Nivel de acceso:acceso abierto
Materia:Gamification
Motivation
Foreign language learning
https://purl.org/pe-repo/ocde/ford#5.03.01
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dc.title.es_PE.fl_str_mv Gamification-based strategies to improve motivation in English learning in university students
title Gamification-based strategies to improve motivation in English learning in university students
spellingShingle Gamification-based strategies to improve motivation in English learning in university students
Alban Defilippi, María Teresa
Gamification
Motivation
Foreign language learning
https://purl.org/pe-repo/ocde/ford#5.03.01
title_short Gamification-based strategies to improve motivation in English learning in university students
title_full Gamification-based strategies to improve motivation in English learning in university students
title_fullStr Gamification-based strategies to improve motivation in English learning in university students
title_full_unstemmed Gamification-based strategies to improve motivation in English learning in university students
title_sort Gamification-based strategies to improve motivation in English learning in university students
author Alban Defilippi, María Teresa
author_facet Alban Defilippi, María Teresa
Estrada Alarcón, Diana Xiomara
Aroca Fajardo, Romina Lizeth
Pinto Sánchez, Yazmín Lisseth
author_role author
author2 Estrada Alarcón, Diana Xiomara
Aroca Fajardo, Romina Lizeth
Pinto Sánchez, Yazmín Lisseth
author2_role author
author
author
dc.contributor.author.fl_str_mv Alban Defilippi, María Teresa
Estrada Alarcón, Diana Xiomara
Aroca Fajardo, Romina Lizeth
Pinto Sánchez, Yazmín Lisseth
dc.subject.es_PE.fl_str_mv Gamification
Motivation
Foreign language learning
topic Gamification
Motivation
Foreign language learning
https://purl.org/pe-repo/ocde/ford#5.03.01
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.03.01
description The phenomenon of globalization has consolidated English as a fundamental competence in academic, work and social contexts, demanding innovative strategies that promote motivation and effective learning. This study aims to analyze the impact of gamification-based strategies on the motivation of university students to learn English. To do this, a bibliographic review of research published between 2020 and 2024 in databases such as Scopus, Scielo and Google Scholar was carried out. The methodology included the qualitative analysis of studies that addressed the use of digital platforms and game dynamics, such as Kahoot, Quizizz, educational video games and reward systems, in university contexts. The results showed that gamification significantly increases students' motivation, participation and academic performance. In Mexico, the use of interactive platforms increased student participation by 35%; In Spain, 87% showed sustained interest in the activities over a semester, and in Colombia, a 20% improvement was recorded in vocabulary and grammar tests. These findings demonstrate that gamification transforms traditional environments into dynamic ones, facilitating more contextualized, collaborative and autonomous learning. In conclusion, gamification is positioned as an effective pedagogical tool to improve motivation and results in English teaching, integrating technological and participatory elements that promote meaningful learning and respond to the educational demands of the 21st century.
publishDate 2025
dc.date.accessioned.none.fl_str_mv 2025-06-19T23:00:54Z
dc.date.available.none.fl_str_mv 2025-06-19T23:00:54Z
dc.date.issued.fl_str_mv 2025
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.issn.none.fl_str_mv 1521-1398
dc.identifier.uri.none.fl_str_mv https://eudoxuspress.com/index.php/pub/article/view/1688/1078
https://hdl.handle.net/20.500.12692/166310
identifier_str_mv 1521-1398
url https://eudoxuspress.com/index.php/pub/article/view/1688/1078
https://hdl.handle.net/20.500.12692/166310
dc.language.iso.es_PE.fl_str_mv eng
language eng
dc.relation.ispartofseries.none.fl_str_mv Journal of Computational Analysis and Applications (JoCAAA);Vol. 34 Núm. 1 (2025)
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spelling Alban Defilippi, María TeresaEstrada Alarcón, Diana XiomaraAroca Fajardo, Romina LizethPinto Sánchez, Yazmín Lisseth2025-06-19T23:00:54Z2025-06-19T23:00:54Z20251521-1398https://eudoxuspress.com/index.php/pub/article/view/1688/1078https://hdl.handle.net/20.500.12692/166310The phenomenon of globalization has consolidated English as a fundamental competence in academic, work and social contexts, demanding innovative strategies that promote motivation and effective learning. This study aims to analyze the impact of gamification-based strategies on the motivation of university students to learn English. To do this, a bibliographic review of research published between 2020 and 2024 in databases such as Scopus, Scielo and Google Scholar was carried out. The methodology included the qualitative analysis of studies that addressed the use of digital platforms and game dynamics, such as Kahoot, Quizizz, educational video games and reward systems, in university contexts. The results showed that gamification significantly increases students' motivation, participation and academic performance. In Mexico, the use of interactive platforms increased student participation by 35%; In Spain, 87% showed sustained interest in the activities over a semester, and in Colombia, a 20% improvement was recorded in vocabulary and grammar tests. These findings demonstrate that gamification transforms traditional environments into dynamic ones, facilitating more contextualized, collaborative and autonomous learning. 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