Prisma Journal. Revista de Ciencias Sociales y Humanidades
www.prismajournal.org
ISSN-L: 3091– 1893
DOI: 10.63803
16
© Prisma Journal 2025 | Vol. 1 – Núm. 1 | ISSN: 3091-1893 | pp. 1–17 | Licencia CC BY 4.0
The most relevant result from this study is that the effectiveness of gamification is in direct relation to the
constancy of the activities, meaning that the more a student was exposed to the activity with the gamified
material, the better the results on their tests and general language ability. Such computer-based platforms,
through personalized feedback and goal setting, motivated students to take an active role in their learning
journey, which resulted in higher levels of self-efficacy and confidence. Gamification took care of a major part
of language education: keeping learners interested over time, thanks to self-directed motivation. It also opens
up potential areas for further exploration, as results might differ with regard to age, learning environment, and
individual learning styles. What's more, gamification is promising but works best as a complement, not a
replacement, for traditional language instruction. The inclusion of gamification in the classroom requires a
balance between fun and meaningful content in order to keep students motivated and focused on educational
goals.
References
Al-Dosakee, K., y Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic
Literature Review. Revista Românească pentru Educaţie Multidimensională, 13(2), 559-577.
https://doi.org/https://doi.org/10.18662/rrem/13.2/436
Abdul Jabbar, A., y Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning: A
Systematic Review. Review of Educational Research, 85(4).
https://doi.org/https://doi.org/10.3102/003465431557721
Al-Azawi,, R., Al-Faliti, F., y Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning:
Comparative Study. International Journal of Innovation, Management and Technology, 7(4).
https://doi.org/10.18178/ijimt.2016.7.4.659
Braun, V., y Clarke, V. (2006). Using thematic analysis in psychology. ualitative Research in Psychology,
3(2), 77-101. https://doi.org/https://doi.org/10.1191/1478088706qp063oa
Cambridge Assessment English. (2020). Cambridge Assessment English.
https://www.cambridgeenglish.org/exams-and-tests/cefr/
Deterding, S., Dixon, D., Khaled, R., y Nacke, L. (2011). From game design elements to gamefulness:
defining "gamification". Proceedings of the 15th International Academic MindTrek Conference:
Envisioning Future Media Environments, 9-15.
https://doi.org/https://doi.org/10.1145/2181037.2181040
Ellis, R. (2012). Language Teaching Research and Language Pedagogy. Wiley-Blackwell.
https://doi.org/https://doi.org/10.1002/9781118271643
Hamari, J., Koivisto, J., y 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. https://doi.org/https://doi.org/10.1109/HICSS.2014.377
Johnson, D., Deterding, S., Kuhn , K.-A., Staneva, A., Stoyanov , S., y Hides, L. (2016). Gamification for
health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.
https://doi.org/https://doi.org/10.1016/j.invent.2016.10.002
Mayer, R., Fiorella, L., y Stull, A. (2020). Five ways to increase the effectiveness of instructional video.
Educational Technology Research and Development, 68, 837–852. https://doi.org/ 10.1007/s11423-
020-09749-6