Gamification in EFL classrooms with adults and professors in professional programs
dc.contributor.advisor | Castrillón - Ángel, Edison F. | |
dc.contributor.author | Grajales Cano, Cristian David | |
dc.contributor.author | Rivera Serna, Laura Daniela | |
dc.contributor.author | Quiroz Gomez, Sebastian Andres | |
dc.contributor.author | Portales Tabares, Jose Angel | |
dc.contributor.datamanager | Castrillón - Ángel, Edison F. | |
dc.date.accessioned | 2025-10-09T16:55:53Z | |
dc.date.available | 2025-10-09T16:55:53Z | |
dc.date.issued | 2025 | |
dc.description.abstract | This case study explores the use of gamification as a strategy to improve engagement and feedback in writing skill development among adult EFL learners enrolled in professional university programs. The study employed a qualitative methodology with a mixed - methods approach, focusing on four university instructors working with adult students. Data were gathered through semi - structured interviews and classroom observations, offering a rich and contextualized understanding of the effects of gamified practices i n real classroom settings. Grounded in constructivist theory, the research emphasizes the role of active learning and cognitive processes in skill acquisition. The integration of gamified tools such as leaderboards, point systems, and collaborative challen ges along with immediate and constructive feedback, created a learning environment that encouraged participation, reduced anxiety, and promoted self - regulation. These elements enabled students to take ownership of their learning and engage more confidently in writing tasks. One of the key findings is that gamification not only increased motivation and interest but also contributed to improved writing performance by making the learning process more dynamic and interactive. Furthermore, the reduced levels of anxiety created a less intimidating space where learners felt more comfortable experimenting, making mistakes, and receiving feedback. This sense of psychological safety fostered greater engagement and community building among peers. Overall, the study sup ports the idea that gamification, when applied purposefully and supported by timely feedback, can be a powerful pedagogical tool in adult EFL contexts. It provides valuable insights for educators seeking to adapt their teaching strategies to meet the evolv ing needs of adult learners in writing - focused classrooms. | |
dc.format.extent | 31 p. | |
dc.format.mimetype | application/pdf | |
dc.identifier.citation | Grajales Cano, C. D., Rivera Serna, L. D., Quiroz Gomez, S. A., et al. (2025). Gamification in EFL classrooms with adults and professors in professional programs | |
dc.identifier.uri | https://repository.ucatolicaluisamigo.edu.co/handle/20.500.14.531/6446 | |
dc.language.iso | spa | |
dc.publisher | Universidad Católica Luis Amigó. | |
dc.publisher.faculty | Educación y Humanidades | |
dc.publisher.place | Medellín, Colombia. | |
dc.publisher.program | Licenciatura en Lenguas Extranjeras con énfasis en Inglés (Presencial) | |
dc.relation.references | Ashaari, N., Ismail, A., Khaleel, F., & Wook, T. (2016). Gamification Elements for Learning Applications. International Journal on Advanced Science Engineering Information Technology. Boskic, N., & Hu, S. (2015). Gamification in Higher Education: How we Changed Roles. Proceedings of the European Conference on Games Based Learning, 1, 741 – 748. Canadian institute for Knowledge Development (2019) research tools 1: Observation Cheong, C., Filippou, J. , Cheong, F. (2014) Towards the gamification of learning: Investigating student perceptions of game elements Cifuentes, M & Arias, S. (2019) Implementing gamification on TBL EFL classes that boost students’ emotional engagement Creswell, J.W. (2013) Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. 4th Edition, SAGE Publications, Inc., London. Demirbilek, M. Et al (2022) An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching Deterding, Sebastian & Dixon, Dan & Khaled, Rilla & Nacke, Lennart. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. 11. 9 - 15. 10.1145/2181037.2181040. Denzin, N. K., & Lincoln, Y. S. (2011). The SAGE Handbook of Qualitative Research. Thousand Oaks, CA: Sage. Errol Scott Rivera & Claire Louise Palmer Garden (2021) Gamification for student engagement: a framework, Journal of Further and Higher Education, 45:7, 999 - 1012, DOI: 10.1080/0309877X.2021.1875201 Esquivel, L. M. (2019). Gamification : a mission to foster students’ engagement and interaction in the EFL classroom. Recuperado de: http://hdl.handle.net/20.500.12209/10368. Esterhuizen, J., Drevin, G., Snyman, D., & Drevin, L. (2022). Linking Gamification, Ludology and Pedagogy: Principles to Design a Serious Game. Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age, 57 – 65. Gomes, C & Pereira, A. (2021). Feedback and Gamification in Online Education Feedback e Gamificação em Educação Online Feedback e Gamificação em Educação Online Resumo. 10.18264/eadf.v10i1.1227. Ibrahim, N. A. E., Nasaruddin, N., Zakaria, N. Y. K., & Mohamad, M. (2024). The Impact of Gamified Learning Techniques in Improving Writing Skills outcomes: A Systematic Review. International Journal o f Academic Research in Business and Social Sciences, 14(8), 2506 – 2519. Kapp, K. (2012) The Gamification of Learning and Instruction. Game - Based Methods and Strategies for Training and Education. Pfeiffer, San Francisco, CA. Korkealehto, K., & Siklander, P. (2018). Enhancing engagement, enjoyment and learning experiences through gamification on an English course for health care students. Seminar.net, 14(1), 13 – 30. https://doi.org/10.7577/seminar.2579 Kvale, S., & Brinkmann, S. (2009). InterViews: Learning the craft of qualitative research interviewing. Los Angeles, CA: Sage Publications. Lamri, S. And Maàmar, B. (2016) The Role of Teachers’ Feedback in Improving Students’ Speaking Skill. Mazhar, B. (2019) Use of Digital Games in Writing Education: An Action Research on Gamification. https://doi.org/10.30935/cet.590005 Merriam, S. B. (2009). Qualitative research: A guide to design and i mplementation. Jossey - Bass. Merriam, S. B., & Tisdell, E. J. (2016). Qualitative Research: A Guide to Design and Implementation (4th ed.). San Francisco, CA: Jossey Bass. Pentikainen, Johanna & Kallionpää, Outi. (2024). A Systematic Review of Research on L earning Writing Skills Using Gamification. Seminar.net. 20. 10.7577/seminar.5712. Resty, C. et al (2021) Gamification as an Innovative Strategy to Improve Learners’ Writing Skills. https:/ /files.eric.ed.gov/fulltext/ED618330.pdf Ribeiro, L., Da Silva, T., & Mussi, A. (2018). Gamification: a methodology to motivate engagement and participation in a higher education environment. International Journal of Education and Research, 6(4), 249 - 264. Retrieved from Rodriguez, M. & Mosquera, P. (2020) The Impact of Feedback and Explicit Rhetorical Instruction on EFL Students’ Writing Proficiency in Higher Education. Sampieri, R. H., Collado, C. F., & Lucio, M. P. (2018). Metodología de la investigación (7th ed.). México: McGraw - Hill Education. Shroff, R. H., Ting, F. S. Z., & Wai Hung Lam. (2019). A Conceptual Framework for Immersion and Flow in Digital Game - based Learning: An Example of a Game - based Classroom Response System. Ubiquitous Learning: An In ternational Journal, 12(3), 41 – 60. https://doi.org/10.18848/1835 - 9795/CGP/v12i03/41 - 60 Wang, Fu Lee, et al. (2021) A Review of Vocabulary Learning Applications: From the Aspects of Cogn itive Approaches, Multimedia Input, Learning Materials, and Game Elements Zhang, SC & Zuwati H (2023) Gamification in EFL/ESL instruction: A systematic review of empirical research Zou, D. (2020). Gamified flipped EFL classroom for primary education: Student and teacher perceptions. | |
dc.rights.accessrights | info:eu-repo/semantics/closedAccess | |
dc.rights.creativecommons | Atribución-NoComercial 4.0 Internacional (CC BY-NC 4.0) | |
dc.rights.uri | https://creativecommons.org/licenses/by-nd/4.0/ | |
dc.subject.armarc | a. | |
dc.subject.proposal | Aprendices adultos | spa |
dc.subject.proposal | Gamificación | spa |
dc.subject.proposal | Habilidades de escritura | spa |
dc.subject.proposal | Retroalimentación | spa |
dc.subject.proposal | Compromiso | spa |
dc.subject.proposal | Adult learners | eng |
dc.subject.proposal | Gamification | eng |
dc.subject.proposal | Writing skills | eng |
dc.subject.proposal | Feedback | eng |
dc.subject.proposal | Engagement | eng |
dc.thesis.grantor | Universidad Católica Luis Amigó. | |
dc.thesis.level | Pegrado | |
dc.thesis.name | Licenciados en lenguas extranjeras con énfasis en inglés. | |
dc.title | Gamification in EFL classrooms with adults and professors in professional programs | |
dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | |
dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | |
dc.type.local | Tesis/Trabajo de grado - Monografía - Pregrado | |
dc.type.version | info:eu-repo/semantics/acceptedVersion | |
oaire.accessrights | http://purl.org/coar/access_right/c_14cb |
Files
License bundle
1 - 1 of 1
Loading...
- Name:
- license.txt
- Size:
- 1.71 KB
- Format:
- Item-specific license agreed upon to submission
- Description: