Educational gamification platforms for teaching second and third languages
DOI:
https://doi.org/10.56931/sel.2024.e7Keywords:
Gamification, Educational platforms, Foreign language teachingAbstract
The teaching of second and third languages has evolved toward dynamic and technology-integrated approaches, addressing the needs of current generations. In this context, gamification emerges as an innovative pedagogical strategy that incorporates game elements to foster student engagement and participation. However, its implementation faces significant challenges, such as the need for teacher training and adaptation to diverse educational contexts. This descriptive study analyzed the impact of gamified platforms like Kahoot, Wordwall, and Gimkit on language teaching, assessing their effects on motivation, knowledge retention, and academic performance. Through a documentary review of previous research, the characteristics and applications of these tools were identified. The results highlighted an increase in student motivation and participation, as well as improved performance in final evaluations when using platforms like Kahoot and Gimkit. Additionally, greater knowledge retention was observed compared to traditional methods. Gamified platforms have proven effective in enhancing language learning, though they require contextual adaptations and teacher training for optimal use. This approach represents a convergence of pedagogy and technology, fostering meaningful learning that aligns with contemporary educational demands.
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