El uso de la gamificación mediada por las TIC en la enseñanza del inglés como lengua extranjera: Una revisión sistemática

Autores/as

DOI:

https://doi.org/10.55777/rea.v18i36.7011

Palabras clave:

Gamificación, TEFL, ICT, CLIL, Communicative Approach

Resumen

La gamificación se utiliza ampliamente en diversos entornos educativos. En la enseñanza del inglés como lengua extranjera, se ha demostrado que mejora la motivación y el compromiso en diversos procesos de aprendizaje y a través de diferentes niveles de competencia. Esta revisión sistemática (SLR) es el resultado de un proyecto de investigación y tiene como objetivo presentar las metodologías, enfoques y marcos más utilizados para la enseñanza del inglés como lengua extranjera con gamificación mediada por herramientas TIC. Además, el énfasis de esta revisión sistemática de la literatura es demostrar cómo la gamificación ha mejorado la experiencia educativa en los últimos 5 años, mostrando los beneficios que puede ofrecer en los procesos de enseñanza y aprendizaje de lenguas extranjeras, ya sea en una metodología híbrida, presencial o totalmente virtual.

 

 

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Julián Alberto López-Torres, Universidad de Salamanca, España

Docente especializado en lenguas extranjeras, con amplia experiencia en procesos de enseñanza y aprendizaje en este ámbito. Además, un máster TIC en educación y Doctor en Formación en la Sociedad del Conocimiento. Su trabajo se centra en la innovación pedagógica y uso de herramientas TIC en la enseñanza-aprendizaje. Julián ha participado en diversos proyectos de investigación de alcance internacional. Actualmente se desempeña como coordinador y profesor del Departamento de Tecnología en el Grupo Internacional SEK.

Juan Pablo Hernández Ramos, Universidad de Salamanca, España

Investigador y profesor de la Universidad de Salamanca, especializado en Métodos de investigación en Ciencias Sociales. Con una sólida formación como maestro y psicopedagogo, y un máster en TIC en Educación, su trabajo se centra en la formación del profesorado y la tecnología educativa. Ha participado en proyectos de investigación tanto a nivel nacional como internacional. Como miembro del grupo de investigación GRIAL, contribuye activamente al avance de su campo de estudio siendo autor de un gran número de artículos en revistas indexadas en el campo de la Educación.

Azucena Hernández Martín, Universidad de Salamanca, España

Profesora titular de la Facultad de Educación en la Universidad de Salamanca. Se ha dedicado, tanto a nivel docente como investigador, a trabajar en torno a la innovación educativa y la formación docente, centrando la atención en los modelos y estrategias de formación y desarrollo profesional del profesorado. Ha participado en numerosos proyectos de investigación competitivos en el contexto del Grupo de investigación GITE y actualmente en el Grupo Inforal, tanto nacionales como internacionales, además de contar con un número importante de publicaciones sobre las temáticas anteriormente mencionadas.

Citas

Aguilar-Cruz, P. J., Wang, P., Xiang, Z., & Luo, H. (2023). Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study. Sustainability, 15(10), 7817. https://doi.org/10.3390/su15107817

Al-Emran, M., Al-Sharafi, M. A., Al-Kabi, M. N., & Shaalan, K. (Eds.). (2022). The Effects of Serious Games and Blended Learning on Students’ Achievement (Vol. 299). Springer International Publishing. https://doi.org/10.1007/978-3-030-82616-1

Alfonso Quitian, Tania Cristina. "Y al fin, ¿en dónde nos deja el enfoque comunicativo?" Forma y Función, vol. 35, no. 1, Jan. -June 2022, pp. 149+. Gale OneFile: Informe Académico, link.gale.com/apps/doc/A691484552/IFME?u=anon~ba039f5a&sid=googleScholar&xid=9f588d00. Accessed 12 Dec. 2023.

Ashmore, C., & Nitche, M. (2007). The quest in a generated world. Proceedings of the 2007 Digital Games Research Association. (DiGRA) Conference: Situated Play (pp. 503–509). Tokyo, Japan.

Asiri, M. J. (2019). Do Teachers Attitudes, Perception of Usefulness, and Perceived Social Influences Predict their Behavioral Intentions to Use Gamification in EFL Classrooms? Evidence from the Middle East. International Journal of Education and Practice, 7(3), 112-122. https://doi.org/10.18488/journal.61.2019.73.112.122

Barcomb, M., & Cardoso, W. (2020). Rock or Lock? Gamifying an online course management system for pronunciation instruction: Focus on English /r/ and /l/. CALICO Journal, 37(2), 127-147. https://doi.org/10.1558/cj.36996

Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning? Academia Letters. https://doi.org/10.20935/al209

Castillo-Cuesta, L. (2020). Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education. International Journal of Emerging Technologies in Learning (iJET), 15(20), 116. https://doi.org/10.3991/ijet.v15i20.16159

Chen, C.-M., Liu, H., & Huang, H.-B. (2019). Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners. ReCALL, 31(2), 170-188. https://doi.org/10.1017/S0958344018000228

Chen, Y., Zhang, L., & Yin, H. (2022). A Longitudinal Study on Students’ Foreign Language Anxiety and Cognitive Load in Gamified Classes of Higher Education. Sustainability, 14(17), 10905. https://doi.org/10.3390/su141710905

Chen, Y., & Zhao, S. (2022). Understanding Chinese EFL Learners’ Acceptance of Gamified Vocabulary Learning Apps: An Integration of Self-Determination Theory and Technology Acceptance Model. Sustainability, 14(18), 11288. https://doi.org/10.3390/su141811288

Chen, Y.-M. (2022). Understanding foreign language learners’ perceptions of teachers’ practice with educational technology with specific reference to Kahoot! and Padlet: A case from China. Education and Information Technologies, 27(2), 1439-1465. https://doi.org/10.1007/s10639-021-10649-2

Cruz-Benito, J., García-Peñalvo, F. J., & Therón, R. (2019). Analyzing the software architectures supporting HCI/HMI processes through a systematic review of the literature. Telematics and Informatics, 38, 118-132. https://doi.org/10.1016/j.tele.2018.09.006

Cumbre-Coraizaca, D., Chicaiza-Redín, V., Vera de la Torre, A., & Sulca-Guale, X. (s. f.). Strengthening the Communicative Competence by Integrating Language Functions in the EFL Classroom with Gamification Tools. En Proceedings of Third International Conference on Sustainable Expert Systems: Vol. vol 587. Springer. https://doi.org/10.1007/978-981-19-7874-6_58

Demirbilek, M., Talan, T., & Alzouebi, K. (2022). An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching. International Journal of Technology in Education, 5(4), 654-668. https://doi.org/10.46328/ijte.358

Fernández-Portero, I., & Castillo-Rodríguez, C. (s. f.). Gamification in the English Language Class: Analysis of Pre-service Teachers’ Perceptions.

Figueroa, J., Francisco, J., Flores, F., Este, U. D., & Rico, P. (s. f.). Using Gamification to Enhance Second Language Learning Using Gamification to Enhance Second Language Learning Using Gamification to Enhance Second Language Learning. http://greav.ub.edu/der/

Fithriani, R. (2021). The Utilization of Mobile-assisted Gamification for Vocabulary Learning: Its Efficacy and Perceived Benefits.

Freiermuth, M. R., & Ito, M. (2022). Battling With Books: The Gamification of an EFL Extensive Reading Class. Simulation & Gaming, 53(1), 22-55. https://doi.org/10.1177/10468781211061858

Fu, Y., Zhang, L., Zhao, S., & Chen, Y. (2021). Perceptions of Non-English Major College Students on Learning English Vocabulary with Gamified Apps. International Journal of Emerging Technologies in Learning (iJET), 16(18), 268. https://doi.org/10.3991/ijet.v16i18.24125

García-Peñalvo, F. J. (2022). Desarrollo de estados de la cuestión robustos: Revisiones Sistemáticas de Literatura. Education in the Knowledge Society (EKS), 23, e28600. https://doi.org/10.14201/eks.28600

Harvey Arce, N. P., & Cuadros Valdivia, A. M. (2020). Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning. International Journal of Emerging Technologies in Learning (iJET), 15(20), 194. https://doi.org/10.3991/ijet.v15i20.16135

Hong, J.-C., Hwang, M.-Y., Liu, Y.-H., & Tai, K.-H. (2022). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 35(7), 1458-1482. https://doi.org/10.1080/09588221.2020.1803361

Hurajova, A. (2019). Contribution of CLIL Methodology to the Development of Bilingualism and Bilingual Language Competence of Slovak Secondary-School Students. European Journal of Educational Research, 8(4), 905-919. https://doi.org/10.12973/eu-jer.8.4.905

Junttila, K., Smolander, A.-R., Karhila, R., Giannakopoulou, A., Uther, M., Kurimo, M., & Ylinen, S. (2022). Gaming enhances learning-induced plastic changes in the brain. Brain and Language, 230, 105124. https://doi.org/10.1016/j.bandl.2022.105124

Junttila, K., Smolander, A.-R., Karhila, R., Kurimo, M., & Ylinen, S. (2023). Non-game like training benefits spoken foreign-language processing in children with dyslexia. Frontiers in Human Neuroscience, 17, 1122886. https://doi.org/10.3389/fnhum.2023.1122886

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Khatoony, S. (2019). An Innovative Teaching with Serious Games through Virtual Reality Assisted Language Learning. 2019 International Serious Games Symposium (ISGS), 100-108. https://doi.org/10.1109/ISGS49501.2019.9047018

Khodabandeh, F. (2023). Exploring the viability of augmented reality game- enhanced education in WhatsApp flipped and blended classes versus the face-to-face classes. Education and Information Technologies, 28(1), 617-646. https://doi.org/10.1007/s10639-022-11190-6

Kitchenham, B. A., Budgen, D., & Pearl Brereton, O. (2011). Using mapping studies as the basis for further research – A participant-observer case study. Information and Software Technology, 53(6), 638-651. https://doi.org/10.1016/j.infsof.2010.12.011

Korosidou, E., & Bratitsis, T. (s. f.). Gamifying Early Foreign Language Learning: Using Digital Storytelling and Augmented Reality to Enhance Vocabulary Learning. En Auer, M.E., Tsiatsos, T. (eds) Internet of Things, Infrastructures and Mobile Applications. IMCL 2019. Advances in Intelligent Systems and Computing: Vol. vol 1192. Springer. https://link.springer.com/chapter/10.1007/978-3-030-49932-7_68#citeas

Laura de la Cruz, K. M., Turpo Gebera, O. W., & Noa Copaja, S. J. (s. f.). Application of Gamification in Higher Education in the Teaching of English as a Foreign Language. En Perspectives and Trends in Education and Technology. Smart Innovation, Systems and Technologies: Vol. vol 256 (pp. 323-341). Springer. https://doi.org/10.1007/978-981-16-5063-5_27

Lee, S.-M., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936-959. https://doi.org/10.1080/09588221.2019.1602545

Liao, C.-H. D., Wu, W.-C. V., Gunawan, V., & Chang, T.-C. (2023). Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas. The Asia-Pacific Education Researcher. https://doi.org/10.1007/s40299-023-00729-x

Liman Kaban, A., & Karadeniz, S. (2021). Children’s Reading Comprehension and Motivation on Screen Versus on Paper. SAGE Open, 11(1), 215824402098884. https://doi.org/10.1177/2158244020988849

López-Torres Julian A, Hernández-Ramos Juan Pablo, & Hernández Martinez Azucena. (s. f.). The Influence of Serious Games and Gamification in University Students of English as a Foreign Language. García-Peñalvo, F.J., García-Holgado, A. (eds) Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality. https://doi.org/10.1007/978-981-99-0942-1_136

Massler, U., Müller, W., Iurgel, I., Haake, S., Gantikow, A., & Hadzilacos, T. (2022). Meaningful, gamified training of reading fluency. Frontiers in Computer Science, 4, 968137. https://doi.org/10.3389/fcomp.2022.968137

Nurutdinova, A., Shakirova, D., Fazlyeva, Z., Dmitrieva, E., Sheinina, D., & Galeeva, G. (2021). Gamification Method to Improve Speech Skills and Proficiency Among Students: Methodology for Implementation. 2021 World Engineering Education Forum/Global Engineering Deans Council (WEEF/GEDC), 461-467. https://doi.org/10.1109/WEEF/GEDC53299.2021.9657342

Octaberlina, L. R., & Rofiki, I. (2021). Using Online Game for Indonesian EFL Learners to Enrich Vocabulary. International Journal of Interactive Mobile Technologies (iJIM), 15(01), 168. https://doi.org/10.3991/ijim.v15i01.17513

Philpott, A., & Son, J.-B. (2022a). Leaderboards in an EFL course: Student performance and motivation. Computers & Education, 190, 104605. https://doi.org/10.1016/j.compedu.2022.104605

Philpott, A., & Son, J.-B. (2022b). Quest-based learning and motivation in an EFL context. Computer Assisted Language Learning, 1-25. https://doi.org/10.1080/09588221.2022.2033790

Qiao, S., Chu, S. K. W., Shen, X., & Yeung, S. S. (2022). The impact of an online gamified approach embedded with self‐regulated learning support on students’ reading performance and intrinsic motivation: A randomized controlled trial. Journal of Computer Assisted Learning, 38(5), 1379-1393. https://doi.org/10.1111/jcal.12684

Rivera-Trigueros, I. (s. f.). CONQUERING THE IRON THRONE: USING CLASSCRAFT TO FOSTER STUDENTS’ MOTIVATION IN THE EFL CLASSROOM.

Rueckert, D., Pico, K., Kim, D., & Calero Sánchez, X. (2020). Gamifying the foreign language classroom for brain‐friendly learning. Foreign Language Annals, 53(4), 686-703. https://doi.org/10.1111/flan.12490

Sánchez Freire, J. V., & Pérez Barral, O. (2020). Communicative Approach in the Teaching-Learning Process of English as a Foreign Language: Enfoque Comunicativo en el Proceso de Enseñanza-Aprendizaje del Inglés como Lengua Extranjera. Revista ConCiencia EPG, 5(2). https://doi.org/10.32654/CONCIENCIAEPG.5-2.1

Sanchez-Perez, M. D. M., & Rivera Trigueros, I. (2019). Exploring Foreign Language Undergraduate Students’ Perceptions, Expectations And Attitudes As A Prior Step For Gamification Design In Higher Education. 3403-3411. https://doi.org/10.21125/iceri.2019.0871

Serna Dimas, H. M., Quaroni, E., Treuholz, T., Berlincourt, G., Franco, C. A., & Costa Sachett, D. (2016). Comunicación intercultural en el mundo globalizado y la formación multicultural y multilingüe de los profesionales en lenguas modernas (1a edición). Universidad EAN. https://doi.org/10.21158/9789587564518

Symonenko, S. V., Zaitseva, N. V., Osadchyi, V. V., Osadcha, K. P., & Shmeltser, E. O. (2020). Virtual reality in foreign language training at higher educational institutions. [б. в.]. https://doi.org/10.31812/123456789/3759

Tamayo, M. R., Cajas, D., & Sotomayor, D. D. (s. f.). Using Gamification to Develop Vocabulary and Grammar Among A1 Level of English Students: A Quasi-Experimental Design. En Applied Technologies. ICAT 2022. Communications in Computer and Information Science: Vol. vol 1757. Springer. https://doi.org/10.1007/978-3-031-24978-5_16

Thékes, I., & Szilvássy, O. (2021). The Impact of Xeropan An Online Application Assisting Language Learning on the Processes of Foreign Language Learning. TEM Journal. https://doi.org/10.18421/TEM102-19

Torres-Rodriguez, F. A., & Martínez-Granada, L. (2022). Speaking in Worlds of Adventure: Tabletop Roleplaying Games within the EFL Classroom. HOW, 29(1), 105-128. https://doi.org/10.19183/how.29.1.653

Vargas Berra, K. (2021). Revisión de literatura: Un acercamiento al aprendizaje autónomo de las lenguas extranjeras e interculturalidad a través del ABP. Márgenes Revista de Educación de la Universidad de Málaga, 2(1), 21-40. https://doi.org/10.24310/mgnmar.v2i1.9479

Yaroshenko, O., Kokorina, L., Shymanovych, I., Naumovska, N., Shchaslyva, N., & Serdiuk, N. (2022). The Modern Principles of Gamification in the Teaching of English as a Foreign Language. Revista Romaneasca Pentru Educatie Multidimensionala, 14(1Sup1), 437-452. https://doi.org/10.18662/rrem/14.1Sup1/560

Yassin, B., & Abugohar, M. A. (s. f.). Gamified Mobile-Assisted Formative Assessment for Reviving Undergraduate Learners’ Overalllanguage Proficiency: A Quasi-Experimental Study.

Zhihao, Z., & Zhonggen, Y. (2022). The Impact of Gamification on the Time-Limited Writing Performance of English Majors. Education Research International, 2022, 1-11. https://doi.org/10.1155/2022/4650166

Zohud, N. W. I. (2019). Exploring Palestinian and Spanish Teachers’ Perspectives on Using Online Computer Games in Learning English Vocabulary. PUBLICACIONES, 49(2), 93-115. https://doi.org/10.30827/publicaciones.v49i2.11346

Zou, D. (2020). Gamified flipped EFL classroom for primary education: Student and teacher perceptions. Journal of Computers in Education, 7(2), 213-228. https://doi.org/10.1007/s40692-020-00153-w

PORTADA_VOLUMEN 18, NÚMERO 36

Descargas

Publicado

2025-10-22

Cómo citar

López-Torres, J. . A., Hernández Ramos, J. P., & Hernández Martín, A. (2025). El uso de la gamificación mediada por las TIC en la enseñanza del inglés como lengua extranjera: Una revisión sistemática. Revista De Estilos De Aprendizaje, 18(36), 237–254. https://doi.org/10.55777/rea.v18i36.7011