Gamification in english language teaching on motivation and engagement in secondary education

dc.contributor.advisorBravo Bravo, Israel Guillermo
dc.contributor.authorAldaz Arguello, Jaime Agusto
dc.date.accessioned2026-03-30T20:36:00Z
dc.date.available2026-03-30T20:36:00Z
dc.date.issued2026-03-30
dc.description.abstractThis 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.citationAldaz 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.otherUPSE-MPI-2026-002
dc.identifier.urihttps://repositorio.upse.edu.ec/handle/46000/16447
dc.language.isoeng
dc.pages27 p.
dc.publisherLa Libertad: Universidad Estatal Península de Santa Elena, 2026
dc.rightsopenAccess
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United Statesen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/
dc.subjectGAMIFICATION
dc.subjectMOTIVATION
dc.subjectENGAGEMENT
dc.titleGamification in english language teaching on motivation and engagement in secondary education
dc.typemasterThesis

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