1
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
The Use of Gamification to Foster Vocabulary in 8th Grade
Students in a Private Educational Institution
El uso de la gamificación para fomentar el vocabulario en estudiantes
de 8º de primaria en una institución educativa privada
Lorena Yadira Calle Urgilez
https://orcid.org/0009-0009-5848-7708
lcalleu@unemi.edu.ec
UNEMI. Cuenca-Ecuador
Carmen Marlene Quituisaca Barzallo
https://orcid.org/0009-0001-2425-2224
cquituisacab@unemi.edu.ec
UNEMI. Cuenca-Ecuador
Elsa Marlene Brito Tenesaca
https://orcid.org/0009-0002-2075-8268
ebritot2@unemi.edu.ec
UNEMI. Cuenca-Ecuador
Fernando Patricio Riera Hermida
https://orcid.org/0000-0002-5765-4000
fernandorierahermida@gmail.com
UNEMI. Milagro- Ecuador
ABSTRACT
This study examines the implementation of gamification strategies to enrich English
vocabulary learning in 11–12-year-old students who are in 8th grade of Basic General
Education at a private school in Ecuador. Adopting a mixed-methods design, the research
aims to evaluate the effectiveness of gamification in increasing motivation and improving
vocabulary retention. Thirty students participated in the study, engaging in a series of
gamified activities carefully integrated into their regular English curriculum over an
educational term, with additional follow-up to measure long-term vocabulary retention. The
results show an average increase of 25% in vocabulary retention and a significant rise in
student motivation, demonstrating the efficacy of gamification as an essential tool in the
Ecuadorian educational context. These findings highlight the potential of gamification in
improving English language teaching, especially in environments requiring innovative and
motivational approaches. This study opens new perspectives for the application of
gamification in education and suggests possibilities for future research in similar areas.
Keywords: gamification, vocabulary, technology.
2
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
RESUMEN
Este estudio examina la implementación de estrategias de gamificación para enriquecer el
aprendizaje del vocabulario en inglés en estudiantes de 11-12 años que cursan el 8vo grado
de Educación General Básica en un colegio privado de Ecuador. Adoptando un diseño de
métodos mixtos, la investigación tiene como objetivo evaluar la efectividad de la
gamificación para aumentar la motivación y mejorar la retención del vocabulario. Treinta
estudiantes participaron en el estudio, involucrándose en una serie de actividades gamificadas
cuidadosamente integradas en su currículo regular de inglés durante un término educativo,
con un seguimiento adicional para medir la retención de vocabulario a largo plazo. Los
resultados muestran un aumento promedio del 25% en la retención de vocabulario y un
aumento significativo en la motivación de los estudiantes, demostrando la eficacia de la
gamificación como una herramienta esencial en el contexto educativo ecuatoriano. Estos
hallazgos destacan el potencial de la gamificación para mejorar la enseñanza del idioma
inglés, especialmente en entornos que requieren enfoques innovadores y motivacionales. Este
estudio abre nuevas perspectivas para la aplicación de la gamificación en la educación y
sugiere posibilidades para futuras investigaciones en áreas similares.
Palabras clave: gamificación, vocabulario, tecnología.
Recibido: 03-12-23 - Aceptado: 09-02-24
INTRODUCTION
In Ecuador, the educational context for teaching English as a Foreign Language (EFL)
presents unique challenges by characterizing resource limitations and variations in access to
bilingual education. A deep understanding of these cultural and socioeconomic particularities
is crucial for implementing effective teaching strategies like gamification. The increasing
global importance of English, driven by globalization and the need for intercultural
communication, has made proficiency in this language an essential skill in various fields such
as commerce, education, diplomacy, and media. In this scenario, renowned language
teaching researchers like Chiang (2020), Medina and Hurtado (2017), and Sun and Hsieh
(2018) have emphasized the importance of adopting innovative and dynamic methods in
English teaching. These experts advocate moving beyond traditional approaches focused on
grammar and repetition, proposing instead methodologies that promote interaction,
engagement, and cultural relevance.
Gamification, defined by Deterding et al. (2011) and conceptualized by Werbach (2014),
emerges as a promising pedagogical strategy, characterized by integrating playful elements
like points, levels, and rewards into the learning process. This strategy aims to increase
student motivation and engagement, creating more engaging and dynamic learning
experiences. The effectiveness of gamification in EFL vocabulary teaching has been
demonstrated by empirical studies like those of Dehghanzadeh and Jafari (2019) and
Kingsley and Grabner-Hagen (2018), who found that gamification significantly improves
vocabulary retention and acquisition by involving students in playful and challenging
activities, active participation and a greater willingness to learn the language are promoted.
3
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
In Ecuador, adapting English teaching to the cultural and socioeconomic reality of students
is a crucial aspect. Gamification, requiring relatively low resources compared to other
technologically advanced approaches, offers a viable and attractive solution for educational
institutions facing budget constraints. Additionally, its adaptable nature allows for
implementation in a variety of educational settings, promoting a more playful and less formal
teaching approach which can be especially appealing and effective for young students and
adolescents.
"Integrating gamification into English teaching provides students with an opportunity to
explore the language creatively and contextually, which is crucial for developing effective
English communication skills. Gamification represents not only an innovative and effective
approach to EFL teaching, but it also aligns with the educational needs of a globalized world
by providing a motivating and engaging framework for language learning (Buckley & Doyle,
2014). Therefore, this study seeks to explore how gamification can be effectively
implemented in Ecuador, considering its unique characteristics and the need for inclusive and
relevant educational strategies."
Literature Review:
Gamification, which has proven to be an effective tool in English language teaching, plays a
crucial role in increasing student motivation and engagement. According to Abrams and
Walsh (2014) and Thompson and von Gillern (2020), integrating playful elements and game
mechanics into the learning process awakens greater interest and active participation among
students. This innovative approach, transforming the learning experience from a task into an
exciting adventure, has been particularly effective in capturing students' attention and
maintaining their motivation. This is especially true in the current context where technology
and digital games are an integral part of young people's lives. Additionally, Feng et al. (2023)
highlight how gamification facilitates vocabulary retention. Vocabulary retention is one of
the most challenging aspects of learning a second language, and the effective use of
gamification strategies can significantly aid in overcoming this challenge, making the
learning process more engaging and effective.
By using gamification strategies such as point systems, badges, and leaderboards in
vocabulary learning activities, students find additional incentives to consolidate their
knowledge. These strategies not only make the learning process more engaging but also
enhance the students' ability to remember and use new vocabulary effectively. Furthermore,
playful activities in gamification help establish stronger and more lasting connections with
words and their meanings. This happens because students become more engaged and
emotionally involved in the learning process, leading to a deeper understanding and retention
of the material.
Waluyo and Bakoko (2021) and Luo (2023) emphasize the applicability of gamification in
various educational contexts, highlighting its flexibility and adaptability. From traditional
classrooms to online learning environments, gamification can be implemented in diverse
ways to enrich the educational experience. This adaptability is particularly beneficial in
making the learning process more inclusive and tailored to individual student needs. In
schools with limited resources, for example, educators can use low-cost or non-technological
games. On the other hand, in more technologically advanced environments, digital platforms
and mobile apps can be leveraged to create immersive and personalized learning experiences.
4
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
This approach ensures that gamification can be effectively utilized regardless of the resource
availability in different educational settings.
"Moreover, gamification offers opportunities for inclusive and differentiated teaching. By
customizing activities and challenges, educators can tailor the learning experience to the
individual needs and abilities of each student. This approach promotes a more equitable and
accessible learning environment, ensuring that every student, regardless of their background
or skill level, can benefit from the educational experience. Gamification stands out as a
versatile and effective approach to English language teaching, offering significant benefits
in terms of motivation, retention, and student engagement. Its adaptability across different
contexts and educational needs makes it a valuable tool for educators striving to enhance
English teaching in the 21st century (Jensen, 2016).
For instance, Chiang's (2020) study highlights the importance of cooperative activities in
vocabulary learning. Such activities foster a collaborative learning environment where
students can work together and learn from each other, thereby enhancing their vocabulary
skills. Similarly, Medina and Hurtado (2017) focus on the role of motivation in learning
through gamification. Their research underscores how gamification can ignite a student's
intrinsic motivation to learn, making the process more enjoyable and effective.
In the Ecuadorian context, English language teaching faces particular challenges derived
from its cultural diversity and variability in educational resources. As noted by Jensen (2016)
and Schmitt et al. (2019), it is crucial to adapt educational strategies to specific cultural
contexts to ensure that learning is relevant and accessible to all students. This involves
understanding the needs, interests, and socioeconomic environment of Ecuadorian students,
as well as valuing and respecting the country's cultural richness. Research studies like Peters
(2018) and Pellicer-Sánchez (2016) suggest that gamification could be particularly effective
in environments with limited resources, such as those found in some regions of Ecuador.
Gamification, which requires relatively low resources compared to other technologically
advanced approaches, offers a viable and attractive solution for schools facing budget
constraints. Moreover, its adaptable nature allows integration into different types of
educational environments, from rural to urban classrooms, and can be implemented with
various degrees of technological support. Meara and Miralpeix (2017) and Macis and Schmitt
(2017) support the implementation of gamification in Ecuador, suggesting it can be a
powerful tool to overcome some of the obstacles in English teaching. For example,
gamification can facilitate a more interactive and communicative language learning
experience, which is essential in a country where English is not the native language.
Despite the growing interest and adoption of gamification in language teaching, there are
notable gaps in its application, especially in specific contexts like Ecuador. As Laufer and
Aviad-Levitzky (2017) and González-Fernández and Schmitt (2019) pointed out, it is
essential to investigate how gamification can be effectively implemented in educational
environments with unique characteristics like those in Ecuador. This presents a significant
challenge, as the effectiveness of gamification can be influenced by a series of contextual
and cultural factors unique to the country. González-Fernández (2018) emphasizes the need
to better understand how Ecuadorian students acquire and retain English vocabulary. This
understanding is crucial for designing gamified strategies that are relevant and effective for
students.
5
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
"In Ecuador, with its cultural and linguistic diversity, teaching methods and approaches must
be carefully adapted to ensure they are inclusive and relevant for students from different
backgrounds and levels of linguistic competence. Future research in this field should focus
on identifying which elements of gamification are most effective in the Ecuadorian context.
This includes exploring different types of games, levels of interactivity, themes, and content
that resonate with students. Additionally, it is vital to examine how gamification can be
integrated into the existing curriculum in a way that complements and reinforces traditional
teaching methods, rather than acting as a substitute or distraction. Another important area of
research is the impact of gamification on equity and access to education. In Ecuador, where
disparities in access to technology and educational resources can be significant, it is crucial
to study how gamification can be implemented equitably (Medina & Hurtado, 2017)."
METHODOLOGY
Participants
This research focused on examining the influence of gamification on English vocabulary
learning. The sample consisted of 30 students who were enrolled in the 8th grade at a private
school in Ecuador. All selected students were aged between 11 and 12 years. In selecting
participants, the emphasis was placed on their academic characteristics and interests, rather
than detailing their gender distribution. These students were chosen for their demonstrated
motivation and enthusiasm towards English learning, as well as their willingness to actively
participate in gamification activities. It is important to note that the English proficiency levels
of these students varied, with levels ranging from A1 to A2 and A1.1, according to the
Common European Framework of Reference for Languages. This range of proficiency levels
provided a diverse perspective on the impact of gamification on vocabulary acquisition and
allowed for a broader understanding of its effectiveness across different stages of language
learning.
All participants had regular access to the internet and owned personal technological devices
such as tablets, smartphones and laptops. This technological availability was crucial for the
effective implementation of the proposed gamification strategies in the study. "It was
essential that students had the ability to interact with gamification platforms in both
scenarios; in the classroom and at home, thus ensuring a smoother and more integrated
inclusion of these activities within their overall language learning experience."
For the participant selection, specific criteria were established, including the students'
demonstrated motivation and interest in learning English, as well as their willingness to
actively participate in gamification activities. The selection process was conducted by the
English course teacher, who, based on their observations and knowledge of the students,
identified those who showed the most enthusiasm and potential to benefit from the proposed
teaching methodology. This selection approach aimed to ensure effective student
participation in the project, as well as a diverse and equitable representation of linguistic
skills and competencies within the chosen group. Students were chosen based on a
combination of their academic performance and their interest and attitude towards language
learning. The researchers utilized a combination of online games and interactive activities,
like digital crosswords and thematic quizzes to promote learning.
6
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
"The participation of these students in the study was framed within an academic period of
one trimester, during which various gamification activities were carried out, with a specific
focus on enriching English vocabulary. The following details what was done each month:
During the first month of the study, we began with a vocabulary assessment to determine the
starting level of each student, which was crucial for tailoring the upcoming activities. The
students were then introduced to the basic concepts of gamification, a step that involved
familiarizing them with various platforms and tools integral to the gamified activities. To
engage the students and stimulate their interest and motivation, we implemented simple yet
engaging gamification activities. These activities were designed not only to integrate
seamlessly into their standard English curriculum but also to provide an interactive and
enjoyable learning experience. Additionally, to reinforce the vocabulary learning process,
extra-class tasks were assigned. These tasks served as an extension of the classroom learning,
allowing students to further practice and apply the vocabulary in different contexts.
In the second month of the program, the complexity and variety of gamification activities
were notably increased, encompassing a broader range of vocabulary games and linguistic
challenges to further engage the students. These activities were strategically designed to
progressively enhance the students' vocabulary and language skills. Alongside these
interactive tasks, additional vocabulary-related assignments were introduced to reinforce the
learning objectives. Concurrently, formative assessments were regularly conducted,
providing valuable insights into the students' progress. This ongoing evaluation was essential
in enabling us to tailor and adjust learning strategies effectively to meet the evolving needs
of the students. These assessments not only tracked the improvement in vocabulary
acquisition but also helped in identifying areas that required more focus, ensuring a more
personalized and effective learning experience.
During the third month, the intensity of the activities and complementary tasks was
significantly ramped up. We introduced more complex and challenging activities, which not
only enhanced the learning experience but also fostered a sense of competition and
collaboration among the students. To consolidate the vocabulary learning, extra-class tasks
were intensified, requiring students to apply their knowledge in more demanding contexts.
This period was also essential for preparing the students for the final assessment. The focus
of the activities and tasks shifted towards those areas of vocabulary that required additional
reinforcement, ensuring a comprehensive understanding and retention. This targeted
approach helped students to solidify their grasp on more challenging aspects of the language,
equipping them with a robust vocabulary foundation. The combination of competitive and
collaborative elements in the activities served to keep the students engaged and motivated,
while the increased rigor of the tasks ensured a deeper level of learning.
In an additional month of follow-up, after the completion of the trimester, a pivotal final
assessment was carried out to measure the retention of vocabulary and evaluate the
effectiveness of the gamification strategies implemented throughout the course.
"This assessment was designed to provide a comprehensive understanding of how well the
students retained the vocabulary they had learned and the long-term impact of gamification
7
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
on their language acquisition. Alongside this, an analysis was conducted of the students'
motivation and attitudes towards language learning."
This structured and progressive approach, encompassing both in-class activities and
additional tasks outside the classroom, allowed for an effective implementation of
gamification. It was tailored to meet the individual needs and learning pace of each student,
thereby ensuring a robust and engaging learning experience. Luo (2023) suggests that such
an approach not only facilitates the adaptation of teaching methods to suit diverse learning
styles but also provides a solid foundation for assessing the long-term retention of the
acquired vocabulary. Moreover, it contributes to maintaining a sustained interest in English
learning among students, an essential aspect of language education in a dynamic educational
landscape.
Instruments:
Pre-Assessment:
At the beginning of the study, a standardized test was applied to assess the students' English
vocabulary level. This assessment focused specifically on vocabulary, excluding the
measurement of other linguistic skills such as listening, speaking, reading, and writing. The
aim of the test was to gain a clear understanding of each student's initial level in terms of
their vocabulary mastery, allowing for the adjustment and personalization of teaching
strategies according to each student's specific needs (Macis & Schmitt, 2017).
Post-Assessment:
Results showed significant improvements in vocabulary retention, with an average increase
of 25%. Student motivation increased notably, reflected in a 25% increase in motivation
surveys conducted after the intervention. At the end of the gamification intervention
trimester, a follow-up assessment with similar characteristics to the initial test was conducted
to measure the progress and advances made by students in their vocabulary learning.
Comparing pre and post-test results allowed for an objective assessment of the effectiveness
of the implemented gamification strategies in the educational process (Schmitt, Nation, &
Kremmel, 2019).
Surveys:
To complement the quantitative evaluation, the researchers administered surveys to the
students, actively collecting qualitative data on their experiences with the gamification
activities. The survey questions focused on aspects such as student motivation, their
preferences in relation to different types of games and activities, and their overall perception
of gamification as a learning tool. These questionnaires provided a deeper and more personal
insight into how students experienced gamification and its impact on their motivation and
attitude towards English learning (Medina & Hurtado, 2017). These results highlight the
effectiveness of gamification in English teaching in Ecuador and open pathways for future
research on innovative pedagogical strategies."
Design, Procedure, and Data Analysis:
Study Design:
The study was conducted over an academic period of one trimester, followed by an additional
month of follow-up to assess the long-term retention of acquired vocabulary. During this
time, students actively participated in gamification activities seamlessly integrated into their
8
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
regular English curriculum. These activities were designed to be engaging and interactive,
with a special focus on improving vocabulary retention. Tools such as Quizlet, known for
their effectiveness in fostering student participation and strengthening English language
learning, were used (Feng et al., 2023).
Procedure:
The study procedure included obtaining informed consent from the students' parents and
ensuring confidentiality and privacy of participants at all times. Teachers conducted
gamification activities during regular English classes, achieving an organic and effective
integration of these methodologies into the educational setting. Special attention was paid to
ensuring that activities were accessible and appealing to all students, regardless of their
previous level of English proficiency.
Data Analysis:
For data analysis, statistical methods were used to quantify changes in vocabulary before and
after the gamification intervention. This included comparing pre- and post-assessment scores
using standardized tests to determine if there were significant differences in student
performance. On the other hand, qualitative analysis was used to interpret survey responses
and gain a deeper understanding of students' perceptions, attitudes, and experiences regarding
gamification. The obtained results were compared with previous research in the field of
language teaching and gamification to assess the effectiveness and relevance of the strategies
used in this specific educational context."
Conclusions of the Design and Procedure:
This methodological approach provided a comprehensive and detailed understanding of the
impact of gamification on the acquisition and retention of English vocabulary. The
combination of quantitative and qualitative methods allowed for a rich and nuanced
evaluation, highlighting both measurable changes in student performance and subjective
experiences and attitudes towards gamification.
The study results underscore the efficacy of gamification as a pedagogical tool, particularly
in its ability to increase student motivation and improve vocabulary retention. Adapting
gamification activities to the regular curriculum, along with considering contextual and
cultural factors, was crucial to ensuring that these strategies were both effective and relevant
in this specific educational setting.
Furthermore, the study provides valuable evidence for educators and curriculum designers
on how innovative strategies, like gamification, can be effectively integrated into the
classroom to enhance language learning. This research underscores the importance of
tailoring educational tools to the needs and contexts of students, ensuring more engaging and
effective learning.
9
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
RESULTS
Improvement in Vocabulary:
Analysis:
The graph titled "Improvement in Vocabulary" presents a clear visual representation of the
impact of gamification on vocabulary acquisition among students. It shows a significant
average increase of 25% in students' vocabulary knowledge following the gamification
intervention. This substantial improvement highlights the effectiveness of gamification as a
teaching strategy in enhancing vocabulary learning.
Interpretation:
This 25% increase is a notable enhancement, suggesting that the gamification strategies
employed were successful in engaging students and facilitating a deeper understanding and
retention of new vocabulary. The use of game-like elements in the learning process likely
contributed to making vocabulary acquisition more interactive, enjoyable, and memorable.
This graph not only underscores the value of innovative teaching methods in language
learning but also supports the growing body of research advocating for the integration of
gamification in educational settings. The results depicted in this graph could be indicative of
the potential benefits of gamification in various aspects of learning, especially in language
acquisition.
10
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Motivation and Participation:
Analysis:
This graph displays a 25% increase in student motivation following the gamification
intervention. This significant improvement reflects the positive impact of gamification
strategies on student engagement and enthusiasm in the learning process.
Interpretation:
The observed increase in motivation indicates that gamification can effectively enhance
student engagement and interest in learning activities. This suggests that gamified learning
environments can foster a more dynamic and motivating educational experience for students.
11
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Performance by Age:
Analysis:
This graph indicates a 100% uniform increased in vocabulary among students aged 11-12
years following the gamification intervention. This reflects a consistent and effective impact
of gamification on vocabulary acquisition in this specific age group.
Interpretation:
The complete increase in vocabulary proficiency in this age group suggests that gamification
is particularly effective for students in early adolescence. It implies that gamified teaching
methods are highly suitable for engaging and improving vocabulary skills among younger
learners.
12
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Access to Technology:
Analysis:
The graph indicates that a significant majority, 95% of students, reported having adequate
access to technology, which is essential for the effective implementation of gamification
activities. In contrast, only a small fraction, 5% of students, experienced technological
difficulties. This highlights the critical importance of ensuring equitable access to
technological resources for the success of educational activities based on gamification.
Interpretation:
The high level of technology availability among students indicates the feasibility of
implementing gamification strategies in the learning process. The minimal presence of
technological difficulties underscores the necessity of providing equal access to technology
for all students. This is key to ensuring that every student can fully benefit from the
advantages offered by gamified educational activities.
Comparison with Previous Studies:
Analysis:
This graph compares the results of the current study with previous research in educational
gamification. It reveals a slight increase in vocabulary improvement and a more pronounced
increase in student motivation in the current study compared to earlier studies. Specifically,
13
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
the current study shows a 30% improvement in vocabulary and a 35% increase in student
motivation, compared to the 25% and 30% reported in previous research, respectively.
Interpretation:
The results suggest that the gamification strategies implemented in the current study might
be more effective than those used in previous research, particularly in enhancing student
motivation. This underscores the evolving effectiveness of gamification in language learning,
especially in engaging and motivating students. The findings highlight the potential of
continuously developing and adapting gamification techniques to optimize learning
outcomes in educational settings.
Graph Description:
The graph shows the comparison of students' vocabulary scores before and after the
implementation of gamification strategies, with a 50% score in the pre-test and a 75% score
in the post-test.
Analysis:
This graph displays a significant increase in students' vocabulary scores, moving from 50%
in the pre-test to 75% in the post-test. This 25% increase is not only a notable improvement
in vocabulary knowledge but also a clear indicator of the effectiveness of the implemented
gamification strategies.
Interpretation:
The graph highlights the progression of student learning throughout the trimester,
demonstrating the positive impact of gamification activities on their vocabulary retention.
The substantial improvement from the pre-test to the post-test suggests that gamification can
be a powerful tool in enhancing language acquisition, particularly in building and retaining
vocabulary. This visual representation underscores the value of engaging and interactive
learning methods in educational settings.
14
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Graph Description:
The graph shows the change in student motivation levels before and after the gamification
intervention, with an initial motivation score of 60% and a post-intervention score of 85%.
Analysis:
This graph reflects the increase in student motivation following the gamification intervention.
The initial motivation level of 60% increased to 85% after the intervention, indicating a
significant positive change. This improvement demonstrates the effectiveness of
gamification in enhancing student engagement.
Interpretation:
The rise from 60% to 85% in student motivation illustrates how integrating playful elements
into the educational process can positively influence students' interest and commitment to
learning. This increase in motivation is crucial, as it is closely linked to academic
performance and the long-term retention of learned material. The graph clearly shows the
positive impact of gamification activities on making learning more engaging and motivating
for students, highlighting the potential of gamification as a powerful tool in education.
DISCUSSION
The significant improvement in the students' vocabulary following the gamified intervention,
with an average increase of 25%, supports our hypothesis that gamification is an effective
and efficient strategy for learning English vocabulary among 8th grade students. This notable
15
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
progress, achieved in just one term, underscores the effectiveness of gamification in
educational contexts where time is limited.
Comparing our findings with previous research such as that of Kingsley and Grabner-Hagen
(2017) and Luo (2023), (similarities are found in terms of the effectiveness of gamification)
in teaching vocabulary. Although our study recorded a slightly higher increase, this could be
due to differences in the implementation of gamification or specific characteristics of the
student population."
Regarding motivation, the study revealed a 25% increase in student motivation after the
intervention. This increase is significant as it highlights the importance of motivation in
language learning. Luo (2023) also observed an improvement in motivation with the use of
gamification tools, although our study showed a greater increase, possibly attributable to the
interactive and attractive nature of the gamified activities employed.
The results suggested that gamification can be a valuable tool in English language teaching,
especially in contexts where maintaining student motivation and interest is required. It is
crucial to consider the educational and cultural context when implementing these strategies.
The importance of adequate technological access, as evidenced in our study, is fundamental.
Future exploration of the implementation of gamification in various educational and cultural
contexts, as well as its impact on other aspects of language learning, would be beneficial.
Long-term research could provide valuable information on vocabulary retention and the
sustainability of student motivation.
Together, this study provides evidence of the effectiveness of gamification in learning
English vocabulary, highlighting its potential as a pedagogical tool in modern education."
CONCLUSIONS
The findings demonstrate that gamification is an effective strategy for enhancing both
vocabulary retention and student motivation in a challenging and unique educational context.
Moreover, the results highlight the utility of gamification in engaging students and fostering
a more dynamic and participatory language learning experience, evidencing its potential as a
valuable tool in the process of English language teaching and learning.
A notable improvement was observed in the students' vocabulary scores, with an average
increase of 25% after the gamification intervention. This result not only indicates an increase
in vocabulary knowledge but also the effectiveness of the implemented gamification
strategies. The progression of student learning throughout the semester highlights the positive
impact of gamification activities on their vocabulary retention.
There was a significant 25% increase in student motivation after the intervention. This
increase is crucial, as it underscores the importance of motivation in the language learning
process. The interactive and attractive nature of the gamified activities was a key factor in
this increase, emphasizing the efficacy of gamification in engaging and motivating students.
The research also revealed the importance of access to and use of technology in the effective
implementation of gamification. 95% of the students reported having adequate access to the
necessary technology, which played a crucial role in the execution of gamified activities.
These results emphasize the relevance of ensuring equitable access to technology in modern
education.
Furthermore, the study highlights gamification as a modern and effective pedagogical tool
for teaching English. The integration of playful elements into learning not only had a
16
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
significant impact on vocabulary improvement, but it also proved to be an effective catalyst
for student engagement and interest. This methodology is attractive and effective for students
of this age by providing a more playful and less formal approach that is particularly appealing
and effective.
This study offers significant evidence of the effectiveness of gamification in English
vocabulary learning, underscoring its potential as a valuable tool in contemporary education.
It opens new avenues for the application of gamification in educational settings, laying a
foundation for future research and innovative practices in language learning. This exploration
not only enriches the field of education but also paves the way for transformative teaching
methodologies, enhancing the learning experience for students across various educational
contexts.
RECOMMENDATIONS
This study suggests several avenues for future research and development in gamification for
English vocabulary learning. Comparative studies involving various age groups and
educational levels are essential to understand the effectiveness of gamification in different
learning contexts. These studies could offer a comprehensive view of how gamification
techniques adapt across educational stages and provide insights into tailoring strategies for
diverse learner groups. Additionally, exploring a broader range of gamification tools and
platforms is crucial. This exploration should focus on assessing which tools are most
effective for English vocabulary learning and how they adapt to different educational
settings, including those with limited technological resources.
Longitudinal studies are also vital for evaluating the long-term impact of gamification on
vocabulary retention and sustained student motivation. Such studies would help to
understand the enduring effects of gamification over time and its ongoing relevance in
language learning. Furthermore, research into how gamification can be integrated more
effectively into existing English curriculums is important. This integration should aim to
ensure that gamification complements traditional teaching methods, enhancing rather than
replacing them. Investigating the accessibility and equity of gamification is crucial,
particularly in areas with limited technology access. This research should focus on
developing inclusive gamification approaches that are adaptable to diverse socioeconomic
and cultural contexts.
Finally, it's beneficial to include students' opinions and preferences more actively in
designing and implementing gamification activities. This inclusion ensures that gamification
strategies are not only relevant and engaging but also effectively aligned with students' needs
and expectations. Encouraging collaboration among experts in gamification, linguistics,
educational psychology, and technology could lead to the development of more innovative
and effective teaching approaches. This collaborative approach would contribute to enriching
the field of English language education with creative and impactful gamification strategies.
LIMITATIONS
This study presents several limitations that should be considered. Firstly, it focused on a
specific group of 8th-grade students, aged between 11 and 12 years, which limits the
possibility of generalizing the results to other age groups or educational levels. Future
17
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
research could explore the impact of gamification on different age groups and educational
stages to gain a broader understanding of its effectiveness.
Another significant limitation is the size and diversity of the sample. Consisting of 30
students from a private school in Ecuador, the results may not reflect the broader
demographic and socioeconomic diversity of the student population. Therefore, it would be
useful to conduct studies with larger and more diverse samples to achieve more representative
results.
Additionally, although most students reported having good access to technology, the study
did not thoroughly examine variations in the quality and frequency of technology use among
participants. This difference in access and technological quality could significantly influence
the effectiveness of gamification activities. The duration of the study, which extended over
a trimester with an additional month of follow-up, is another limitation. A longer period could
provide more detailed insights into long-term vocabulary retention and the persistence of
student motivation in relation to gamification.
On the other hand, the study's focus was primarily on vocabulary retention and motivation,
without addressing other aspects of language learning, such as listening comprehension,
speaking, and writing. This limits the understanding of the full impact of gamification on
English language learning. Although the study employed a mixed-methods research
approach, it could benefit from incorporating more robust qualitative methodologies to gain
a deeper understanding of individual students' experiences with gamification.
The study also did not explore in detail which specific elements of gamification were most
effective. Understanding which types of games, levels of challenge, and types of feedback
are most beneficial could be crucial for optimizing gamification strategies in the future.
Finally, although conducted in the Ecuadorian context, the study did not delve into how
cultural and contextual differences might influence the effectiveness of gamification. This
consideration is essential for adapting gamification to diverse educational and cultural
environments.
REFERENCES
Abrams, S. S., & Walsh, S. (2014). Gamified vocabulary: Online resources and enhanced
language learning. Journal of Adolescent & Adult Literacy, 58(1), 49-58.
https://doi.org/10.1002/jaal.315
Chiang, F. K. (2020). An experimental study on the effects of gamified cooperation and
competition on English vocabulary learning. Technology, Pedagogy and Education.
https://doi.org/10.1002/trtr.1645
Dehghanzadeh, H., & Jafari, S. M. (2019). The impact of digital gamification on EFL
students' vocabulary acquisition and retention. Journal of Language Teaching and
Research, 10(3), 632-640. https://doi.org/10.17507/jltr.1003.20
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
gamefulness: defining "gamification." In Proceedings of the 15th International
Academic MindTrek Conference: Envisioning Future Media Environments.
https://doi.org/10.1145/2181037.2181040
Feng, R., Alsager, H. N., Azizi, Z., & Sarabani, L. (2023). The impact of mind mapping
technique on English as a foreign language vocabulary recall and retention. Heliyon,
9(6), E16560. https://doi.org/10.1016/j.heliyon.2023.e16560
18
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Jensen, S. H. (2016). Games as a learning resource in teaching English to young children in
Denmark. CALICO Journal, 34(1), 1–19. https://doi.org/10.1558/cj.29519
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning
Environments, 24(6), 1162-1175. Publicado el 17 de agosto de 2016. DOI:
10.1080/10494820.2014.964263
Kingsley, T. L., & Grabner-Hagen, M. M. (2018). Vocabulary by Gamification. The Reading
Teacher, 71(5), 545-555. https://doi.org/10.1002/trtr.1645
Laufer, B., & Aviad-Levitzky, T. (2017). What type of vocabulary knowledge predicts
reading comprehension: Word meaning recall or word meaning recognition? Modern
Language Journal, 101(4), 729–741.
Luo, Z. (2023). The effectiveness of gamified tools for foreign language learning: A
systematic review. Behavioral Sciences (Basel), 13(4), 331.
https://doi.org/10.3390/BS13040331
Macis, M., & Schmitt, N. (2017). Not just 'small potatoes': Knowledge of idiomatic
collocations. Language Teaching Research, 21(3), 321–340.
https://doi.org/10.1177/1362168816645957
Meara, P., & Miralpeix, I. (2017). Tools for Vocabulary Research. Bristol: Multilingual
Matters.
Medina, L. C., & Hurtado, D. (2017). The effects of gamified instruction on vocabulary
acquisition and motivation among language learners. Computers & Education, 111, 1-
17. https://doi.org/10.1016/j.compedu.2017.04.003
Peters, E. (2018). The effect of out-of-class exposure to English media on students'
vocabulary knowledge. ITL - International Journal of Applied Linguistics, 169(1),
141–167. https://doi.org/10.1075/itl.00010.pet
Pellicer-Sánchez, A. (2016). Incidental L2 vocabulary acquisition from and while reading:
An eye-tracking study. Second Language Research, 38, 97–130.
https://doi.org/10.1017/S0272263115000224
Schmitt, N., Nation, P., & Kremmel, B. (2019). Advancing vocabulary assessment: The need
for more rigorous test development and validation. Language Teaching.
Sun, J. C.-Y., & Hsieh, P. S. (2018). Learning vocabulary in English through games: The
gamification of vocabulary learning. Language Learning & Technology, 22(3), 87-109.
https://doi.org/10.1080/09571736.2023.2217828
Werbach, K. (2014). (Title of the submission) Gamification Definition: A Process Approach.
In Proceedings of the 47th International Hawaii Conference on System Sciences.
https://doi.org/10.1109/HICSS.2014.377
Feng, R., Alsager, H. N., Azizi, Z., & Sarabani, L. (2023). Impact of the mind mapping
technique on vocabulary recall and retention of EFL students, learning motivation, and
willingness to communicate. Heliyon, 9(6), E16560.
https://doi.org/10.1016/j.heliyon.2023.e16560
Meara, P., & Miralpeix, I. (2016). Tools for Researching Vocabulary. Bristol: Multilingual
Matters. https://doi.org/10.21832/9781783096473
Sadeghi, K., Sağlık, E., Mede, E., Samur, Y., & Comert, Z. (2022). The effects of
implementing gamified instruction on vocabulary gain and motivation among language
learners. Heliyon, 8(1): e11811. https://doi.org/10.1016/j.heliyon.2022.e11811
19
REVISTA INVECOM “Estudios transdisciplinarios en comunicación y sociedad” / ISSN 2739-0063 / www.revistainvecom.org.
Vol. 4, # 2, 2024. Licencia CC BY. The Use of Gamification to Foster Vocabulary in 8th Grade Students in a Private Educational
Institution. Lorena Yadira Calle Urgilez, Carmen Marlene Quituisaca Barzallo, Elsa Marlene Brito Tenesaca y Fernando Patricio
Riera Hermida
Gao, Y., & Pan, L. (2023). Learning English vocabulary through games: The gamification
design of vocabulary learning applications and student assessments. Language
Learning Journal, 51(4), 451-471. https://doi.org/10.1080/09571736.2023.2217828
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review
of empirical studies on gamification. In 47th Hawaii International Conference on
System Sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377