The effectiveness of gamification in teaching vocabulary to young learners
DOI:
https://doi.org/10.69639/arandu.v12i1.635Palabras clave:
gamification, young learners, vocabulary acquisition, educational technology, game-based learningResumen
Students often forget new vocabulary words, highlighting the importance of exploring strategies such as gamification to enhance vocabulary acquisition in young English as a Second Language (ESL) learners. The rapid integration of digital tools and playful learning environments has positioned gamification as a promising method to increase student motivation and engagement. This article, based on a literature review, analyzes the use of game elements such as points, badges, and leaderboards, and their potential to improve vocabulary retention and understanding in young learners.The findings from the reviewed studies indicate that gamification significantly enhances vocabulary retention and encourages active participation. Additionally, key factors such as the level of challenge and social interaction are identified as influencing its effectiveness. These results suggest that integrating gamification into vocabulary teaching can be a valuable tool to support language development, strengthening intrinsic motivation and promoting a deeper commitment to learning. This article provides a basis that supports the use of gamified strategies in the classroom, encouraging educators to adopt innovative approaches in vocabulary teaching.
Descargas
Citas
Abrams, S. S., & Walsh, S. (2014). Gamified Vocabulary Learning in English Language Arts. Journal of Literacy and Technology, 15(3), 51–72.
Brinton, D. M., Snow, M. A., & Wesche, M. (2003). Content-Based Second Language Instruction. University of Michigan Press.
Brown, H. D. (2001). Teaching by Principles: An Interactive Approach to Language Pedagogy. Longman.
Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. Gartner Press.
Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Springer Science & Business Media.
Edutopia. (2020). The Benefits of Using Games in Vocabulary Teaching. Retrieved from edutopia.org.
ELT Learning Journeys. (2019). How Gamification Transforms Language Learning. Retrieved from eltlearningjourneys.com.
Gee, J. P. (2007). Good Video Games and Good Learning. Phi Kappa Phi Forum, 87(2), 33–37.
Godwin-Jones, R. (2014). Emerging Technologies: Games in Language Learning. Language Learning & Technology, 18(2), 9–19.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034.
Hulstijn, J. H. (2001). Intentional and Incidental Second-Language Vocabulary Learning. Review of Applied Linguistics, 21(1), 75–93.
Kapp, K. M. (2012). The Gamification of Learning and Instruction. Pfeiffer.
Lee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2), 1–5.
Muntean, C. I. (2011). Raising Engagement in E-learning Through Gamification. Proceedings of the 6th International Conference on Virtual Learning, 323–329.
Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de autor 2025 Viviana Abigail Cortez Erraez, Sara Cecilia Macas Quizhpe, Frans Andrés Recalde García

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.