Gamification in english language teaching on motivation and engagement in secondary education
| dc.contributor.advisor | Bravo Bravo, Israel Guillermo | |
| dc.contributor.author | Aldaz Arguello, Jaime Agusto | |
| dc.date.accessioned | 2026-03-30T20:36:00Z | |
| dc.date.available | 2026-03-30T20:36:00Z | |
| dc.date.issued | 2026-03-30 | |
| dc.description.abstract | This study shows the impact of gamification on the motivation and engagement of secondary school students in English Language Teaching (ELT). The purpose is to mitigate low participation and linguistic anxiety through methodological innovation. A case study method was employed with a ninth-grade class (A2 proficiency level), applying the "The Quest for Fluency" framework, which integrates narrative elements, experience points (XP), and digital tools such as Duolingo and Quizizz. It is concluded that well-designed gamification lowers the affective filter and links the students' digital reality with academic goals, promoting more effective and persistent language acquisition. | |
| dc.identifier.citation | Aldaz Arguello, Jaime Agusto (2026). Gamification in english language teaching on motivation and engagement in secondary education. La Libertad. UPSE, Matriz. Instituto de Postgrado. 27p. | |
| dc.identifier.other | UPSE-MPI-2026-002 | |
| dc.identifier.uri | https://repositorio.upse.edu.ec/handle/46000/16447 | |
| dc.language.iso | eng | |
| dc.pages | 27 p. | |
| dc.publisher | La Libertad: Universidad Estatal Península de Santa Elena, 2026 | |
| dc.rights | openAccess | |
| dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | en |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | |
| dc.subject | GAMIFICATION | |
| dc.subject | MOTIVATION | |
| dc.subject | ENGAGEMENT | |
| dc.title | Gamification in english language teaching on motivation and engagement in secondary education | |
| dc.type | masterThesis |
