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Implementation of Gamification as an Active Methodology to Enhance Motivation and Academic Performance in EFL Learners

Author

Listed:
  • Carmen Benitez-Correa
  • Ana Quiñonez-Beltran
  • Elsa Morocho-Cuenca

Abstract

Gamification is a dynamic instructional methodology that enhances motivation and learning by incorporating game elements, which actively engage students. In this context, the present research aimed to determine the impact of gamification on public school students' motivation to learn English as a Foreign Language. The sample consisted of N=441 learners (251 female and 190 male) who attended onsite classes. Their ages ranged from 11 to 12 years old. A quasi-experimental design was used to carry out this quantitative and qualitative study, which lasted five months. The techniques used were survey, interview, pre-test and post-test. The findings revealed that gamification had a positive influence on students' motivation to learn this language because students became interested in learning it in a fun way. Furthermore, the use of gamification helped students to improve their performance, which favoured their English academic achievement. Further research might consider using this methodology to promote students' motivation to develop English skills in other learning environments, such as virtual ones.

Suggested Citation

  • Carmen Benitez-Correa & Ana Quiñonez-Beltran & Elsa Morocho-Cuenca, 2026. "Implementation of Gamification as an Active Methodology to Enhance Motivation and Academic Performance in EFL Learners," World Journal of English Language, Sciedu Press, vol. 16(2), pages 203-203, March.
  • Handle: RePEc:jfr:wjel11:v:16:y:2026:i:2:p:203
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    JEL classification:

    • R00 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General - - - General
    • Z0 - Other Special Topics - - General

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