VOL. 4 (2024)
ISSN 2952-2013 pp. 65-79
https://doi.org/10.33776/linguodidactica.v4.8369
The development of multiliteracy in English as a
Foreign Language through a gamified project:
Stranger disappearance
Desarrollo de la multialfabetización en inglés como lengua extranjera a
través de un proyecto gamificado: Stranger disappearance
Carmen Toscano Fuentes
University of Huelva (Spain)
Elisabeth Sánchez Gago
University of Huelva (Spain)
Resumen:
Nuestra sociedad está inmersa en un entorno tecnológi-
co que influye no sólo en el proceso de aprendizaje de
los alumnos, sino también en los enfoques metodológi-
cos. Los adolescentes pasan parte de su tiempo libre ju-
gando con videojuegos o publicando posts en sus redes
sociales a través del móvil. Este interés hacia los juegos
tecnológicos puede ser la excusa ideal para implantar
metodologías donde la tecnología tenga cabida. Ade-
más, estos cambios sociales han transformado el con-
cepto de alfabetización, es decir, cómo leer y escribir, en
la noción de multialfabetización (Cope & Kalantzis, 2009;
New London Group, 1996) donde estas competencias se
desarrollan no solo de manera impresa sino atendiendo
al concepto de multimodalidad. Una de las metodolo-
gías activas que se podrían implementar a la hora de en-
señar inglés como lengua extranjera es la gamificación,
pues ayudaría a mejorar el proceso de alfabetización
combinado no solo material impreso sino visual, auditivo
y escrito. Una de las ventajas de esta metodología activa
es el aumento de la motivación y el compromiso hacia
el proceso de aprendizaje. Sin embargo, llegar a ser un
lector fluido en inglés como lengua extranjera no es ta-
rea fácil, pues no existe una correspondencia total entre
los grafemas y los fonemas dificultando la comprensión
de lo escrito. Debido a esto, el objetivo de este estudio
ha sido comprobar si la implementación de un proyecto
gamificado podría reforzar el proceso de alfabetización
múltiple y aumentar la motivación hacia el proceso de
aprendizaje. Los resultados muestran que se ha produci-
do una mejora no sólo en la comprensión escrita de los
textos, sino también en el nivel de motivación hacia el
trabajo de esa destreza específica.
Palabras claves:
Comprensión lectora, gamificación, inglés como lengua
extranjera, motivación; multialfabetización.
Fecha de aceptación: 02 de septiembre de 2024
Abstract:
Our society is immersed in a technological environment
which influences not only students learning process but
also the methodological approaches. Teenagers spend
part of their free time playing with videogames or pu-
blishing posts on their social networks through their
cellphones. This interest towards technological games
can be the excuse to implement methodologies where
technology takes place. Besides, these social shifts have
transformed the concept of literacy, that is how to read
and write into the notion of multiliteracy (Cope & Kalant-
zis, 2009; New London Group, 1996) where these two
skills are developed through multimodal channel not
only the written mode. One of the active methodologies
which could be implemented when teaching English as
a foreign language is Gamification since it could foster
the development of literacy through a multimodal chan-
nel since it combines visual, auditory and written mode.
One of the advantages of this active methodology is the
increase of motivation and engagement towards the
learning process. However, to become a fluent reader in
English as a Foreign Language is not an easy task since
there is not a total correspondence between the gra-
phemes and phonemes hindering the comprehension
of what it is written. The purpose of this study has been
to prove if the implementation of a gamified project
could strengthen the multiliteracy process and increa-
se motivation towards the learning process. The results
show there have been an improvement not only in the
comprehension of written texts but also in the level of
motivation towards the work of that specific skill.
Keywords:
English as a Foreign language, Gamification, Motivation,
Multiliteracy, Reading comprehension.
Fecha de recepción: 01 de julio de 2024
The development of multiliteracy in English
as a Foreign Language through a gamified
project: Stranger disappearance
Desarrollo de la multialfabetización en inglés
como lengua extranjera a través de un proyecto
gamificado: Stranger disappearance
Carmen Toscano Fuentes
University of Huelva (Spain)
Elisabeth Sánchez Gago
University of Huelva (Spain)
Contacto:
carmen.toscano@dfing.uhu.es
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Reading in English as a foreign language is a complex process which develops situations of anxiety
and demotivation in the adolescent learners due to the lack of correspondence between graphe-
mes and phonemes, preventing them understand the message. In addition, the National and In-
ternational reading tests such as Pisa (2022) place Spanish participants´ reading comprehension in
mother tongue below the European average due to the lack of reading habits, what makes it difficult
to learn an appropriate foreign language. Nowadays, teenagers spend part of their free time in front
of a screen playing (Gómez-Gonzalvo et al., 2020) or interacting with social networks since they feel
confident with technology.
This social change has had an impact on the educational life of the school (Renandya & Widodo,
2016). The use of cell phones, tablets or laptops has transformed the classroom into a technological
learning environment (Kay & Schellenberg, 2019) where students are encouraged to be involved in
active tasks to guarantee their learning (Şahin et al., 2019). This situation, where teenagers have ac-
cess to their devices in class could improve both the attitude towards the learning situation and the
development of communicative competence in a foreign language.
The implementation of specific technological tools such as Kahoot, Quizlet, Educaplay, among
others (Peña-Acuña, 2024) could be beneficial for this population since they could learn a language
while developing their digital literacy. One of the active methodologies that gathers both learning
while playing videogame is gamification (Varannai et al., 2017; Xu et al., 2021, Rubio-Alcalá et al.,
2023). This reality and interest towards technological games can be the excuse to implement this
methodology when teaching English as a foreign language (Orta &Peña-Acuña, 2022). Besides, as
scientific literature encourages gamified environments could increase learners’ motivation and en-
gagement due to the nature of the methodology which is based on game mechanics (Hanus & Fox,
2015; Millis et al., 2017; Noroozi et al., 2019). This playful atmosphere reduces the anxiety, and the
fear students suffer when facing the learning of a new language (Rafek et al., 2014; Rubio, 2004)
and benefits pupils´ mental and emotional state to successfully acquire the linguistic competence
(Ardoiz, 2017; Author, 2024).
As a result of the hazard task of becoming literate in English in a technological changing world whe-
re multimodality should be promoted to acknowledge all the students´ learning styles, this study
wants to aim if the implementation of a gamified project in English could improve not only the deve-
lopment of multiliteracy but also, the motivation towards the study of reading comprehension and
writing production in a foreign language.
The technological and social changes have transformed the traditional concept of literacy, defined
as the development of reading, and writing in an impress mode into the notion of multiliteracy
(New London Group, 1996), which takes into consideration not only the printed texts but also the
linguistic, auditory, visual, gestural, and spatial ones (Cope and Kalantzis 2009; New London Group
1996). The New London Group (1996, p. 61) coined this new term of multiliteracies adapting to the
“realities of increasing local diversity and global connectedness”. So, to become literate in language,
participants must read and write in a wide variety of modes both digitally and in the written form
(Kalantzis & Cope, 2016; New London Group, 1996).
1. Introduction
2. Theoretical Framework
2.1. Difficulty in getting multiliteracy in English
as a Foreign Language
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One of the main problem adolescents triggers when learning English as a foreign language is the
demotivation towards the reading process due to two reasons. The first one is the lack of correspon-
dence between graphemes & phonemes since English is considered an opaque language (Seymour
et al., 2003). Due to that, it is compulsory for readers to sound the text first if they pretend to unders-
tand the message (Fonseca, 2013). Several are the stages to be able to decode a text.
1. Readers need to associate the graphemes or written words to its phonemes or pronunciation.
2. Then, they must connect the word´s sounds with their visual image to get the meaning.
3. Finally, the word meaning will be stored in the memory to be recovered when it was necessary
(Cunningham, 2006; Maloney et al., 2009).
The second reason is that Spanish students are not considered good readers in their mother tongue.
According to the results provided by the Pisa survey in 2022, there is a decline in reading performan-
ce in 15-year-old students, positioning Spanish learners slightly below the average of the European
Union (Organization for Economic Cooperation and Development, OECD, 2022). Besides, these
difficulties in their mother tongue are transferred to the foreign language process (Fonseca-Mora
& Fernández-Corbacho, 2017), making the procedure even harder. These disadvantages provoke
students’ demotivation and anxiety when confronting the reading in English.
The use of gamification could minimize these problems since it could promote motivation (Morthy &
Abdul Aziz, 2020), reduce participants´ anxiety level (Maloney, 2019) and combine different modes
of communication in a very recreational, attractive, and entertaining way due to their digital video-
game format.
Many authors such as Vygotsky (1978) or Piaget (1999) have declared that playing has a high educa-
tional value because it facilitates the acquisition of new contents, improves attention, memorization,
producing a pleasant and rewarding way of learning. However, it is important to distinguish between
educational games and gamification since it seems to be the same, but it has substantial differences
(Kapp, 2012; Werbach & Hunter, 2015).
For Huizinga (1939) educational game is a free action that takes place within certain temporal and
spatial limits since it has an end; it has obligatory rules which must be accepted; it has a winner
what it implies tension at the same time they are enjoying. On its part, Kapp (2012, p.7) describes
educational games as a “system in which the players participate in an abstract challenge, defined
by rules, interactivity and feedback, which translates into a quantifiable outcome that often elicits an
emotional reaction”.
On the other hand, gamification is defined as the practice of incorporating game mechanics and
dynamics into non-game contexts (Dichev & Dicheva, 2017; Seaborn & Fels, 2015). So, the main di-
fference between both is that in the educational games the content is developed while playing (Jo-
hnson et al., 2005) and the game mechanisms stimulate participants’ interest (Song & Zhang, 2008),
whereas in gamification the game elements are used to engage learners with the content to progress
1.2. Gamification for educational purpose: the
improvement of motivation towards reading
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toward a goal. A well-designed gamification implies an engaging narrative (Hanus & Fox, 2015; Xu
et al., 2021) where the participants must cooperate in the mission to get a common goal (Jahn et al.,
2021). Besides, this should include several mechanics such as avatars, badges, virtual points, awards,
etc. (Osatuyi et al., 2018; Palová & Vejačka, 2020 & Vrcelj et al. 2023). Nevertheless, a suitable gami-
fication implies overcoming challenges through interaction (Bovermann & Bastiaens, 2018; Jahn et
al., 2021), well-structured design, continuous feedback (Bovermann & Bastiaens, 2018, Ortiz Rojas
et al., 2017 & Schobel et al., 2020) and must provoke what Csíkszentmihályi (1990) defines as flow,
which is a state reached by an individual when he/she is totally focused on the enjoyment of the ac-
tivity he/she is carrying out instead of paying attention to the learning.
Many are the positive effects of including gamification in the learning process such as:
- The development of communicative skill, digital skill, critical learning, interaction, collabora-
tion, problem- solving (Newcombe and Brick, 2017);
- Learning outcomes in general (Reinhardt, 2019) and English as a foreign language (Sundqvist
& Wikstreom, 2015);
- Motivation and engagement (Baptista & Oliveira, 2018; Kapp, 2012; Nieto-Escamez & Rol-
dán-Tapia, 2021; Park & Kim, 2021; Xu et al., 2021).
- Deep learning and critical thinking (Kapp, 2012).
Despite the advantages gamification can bring to education, there are some authors who empha-
size the idea that the use of devices can disrupt students’ learning since they can waste their time
reading and answering text messages or browsing non-relevant websites (Santos & Bocheco, 2017).
Nevertheless, if the adolescents are engaged and motivated with the gamification project, they will
not waste their time with other tasks. An engaging topic is crucial to motivate them and avoid dis-
traction. So, this methodology could be a good one to promote motivation towards the learning of
reading, to improve multiliteracy and to attend individual differences.
The main aim of this research is to find out if a gamified project based on the series Stranger things
would be beneficial for baccalaureate students, both to promote multiliteracy and to increase moti-
vation to learn English as a foreign language. To answer the study objective, a mixed methodology
was implemented, as explained in sections 3.3 and 3.4.
A total of 55 learners, 31 girls and 24 boys, aged between 16 and 17, students in the first year of
the baccalaureate are the participants selected for this research. All belong to a high and stable
socio-economic status, and study at a private high school located in the south of Andalusian region
(Spain). They are divided into two groups. Among the participants, there is only one student with
special needs, who has an attention deficit disorder (ADD) but that person does not need special
adaptation to the materials. All of them struggle to comprehend written texts, particularly when ex-
3. Methods
3.1. Objectives
3.2. Participants
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tracting specific information and understanding the use of language, puns, and literary devices. A
vast majority of students (71%) attend English lesson privately in the evenings.
Several instruments have been carried out to collect mixed data from this research:
- A questionnaire to check participants´ interests about the type of series they consume, and
the methodology previously implemented in their English lessons (quantitative and qualitative
data).
- English written assessment test (quantitative data).
- An adaptation of AMBT (Attitude and Motivation Battery Test) (Gardner,1985) (quantitative
data).
- Individual interview about the implementation of the gamified project in the English lesson
(qualitative data).
- Direct observation through teacher´s diary (qualitative data).
A gamified project based on Netflix series Stranger Things has been the methodology implemented
in this research. It was developed through the second term of the academic year 2022-2023 in the
English lessons (three one-hour sessions per week) and it was titled “The Stranger Disappearance”.
First, a video about the goal of the game was introduced to hook participants towards the story1.
The main objective of this gamification is that each cooperative group of students investigate throu-
ghout the different missions where Eleven is. To get the clues which have been hidden in the seven
missions proposed in this gamification, each group must complete a number of diverse listening,
reading and writing activities in English through the use of their tablet or computer. Among the
tasks, students must record a video; decode a scratched poster and create a similar one; answer an
e-mail; write a podcast and record it; decipher an image or picture to get the answer of a problem;
write a text message to the kidnappers, etc. Even though all the skills are taken into consideration,
this project develops reading and writing specifically since both are the ones assessed in the EBAU
(University Entrance exam) and students of this research are preparing this exam in English. Besides,
they were designed to fulfill the multiliteracy principle. All these missions and activities were lodged
in a website designed for this project2.
1 https://www.youtube.com/watch?v=ngLgHn_MwVc
2 https://sites.google.com/view/strangerdisappearance/home?authuser=0
3.3. Instruments
3.4. Teaching intervention phases
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Picture 1. Website homepage
Source: Adaptation of Stranger things series´ picture (Neftlix)
In this site, students have access to the goal of the game; the rules of how to participate in it; the
different roles students have to achieve in their group; the instructions of the seven missions they
have to complete to end the game successfully to discover where the main protagonist is; the in-
formation about how to get points to be able to both to have access to the following mission and
to pass the English subject since all the activities are assessed and each learner gets individual and
group grade; a leaderboard displayed with the score they are getting individually and in group;
information about how to get extra achievements if they complete extra activities and the instruc-
tions how and when they can get status cards which would give them some privileges in the game.
It is important to pinpoint that students are not allowed to change from one mission to another one
unless they get the access code which opens the following mission and a specific number of points
and rewards to guarantee that the activities have been developed properly what it means they had
acquired the learning goal. The whole game will conclude when each group successfully fulfils the
seven missions and find where the main protagonist is. At the end of the project, each group has to
be able to complete a gymkhana with all the clues obtained throughout the different missions and
to upload the portfolio into Moodle to be assessed by a rubric. This would include all the mini tasks
they had done on the website.
First of all, a questionnaire was administered to check participants´ interests about the type of se-
ries they consumed, and the methodology previously implemented in their English lessons. All the
participants (100%) usually watched series of which only 21% heard them in English with subtitles in
Spanish. The rest, 69%, watched it in Spanish. The participants consumed a variety of series genres
4. Results
4.1. Interest test about the consumption
of TV series and the methodology already
implemented in the English class
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although all of them except one adolescent were followers of the Neftlix series “Stranger Things”.
That was the main reason for choosing this series instead of another.
As regards as methodology is concerned, none of the respondents knew what gamification consis-
ted of and they remarked that their English lessons did not pursue a specific methodology since they
followed the textbook. They worked mainly individually and in rare occasions in pairs. Almost half
of the population, 40% had worked with projects in Pre-primary and Primary education but none of
them did in the secondary stage. Finally, 100% had some experience playing with videogame either
in their cell phones or in their computers. This information guided the decision of the methodology
selected and the engaging mission they had to follow throughout the learning situation.
The next step in the research was the administration of a written English test at the beginning and at
the end of the intervention to check participants´ linguistic competence in English. The results obtai-
ned are presented in the following Table:
Table 1. Written test results
Written test grade
(before the research)
Written test grade
(after the research)
A+ (Matricula de honor)
(10 points out of 10) 1% 2%
A (Sobresaliente)
(Between 8-9 points) 8% 13%
B (Notable)
(Between 7-8points) 16% 19%
C (Bien)
(Between 6-7points) 33% 39%
D (Suficiente)
(Between 5-6 points) 30% 19%
F (Insuficiente)
(less than 5 points) 12% 8%
Source: own elaboration
The results show that at the beginning of the study, the 63% of the participants were between C and
D, that is, they got between 5 and 7 points in their exam; 24% got good marks between 7-9 points
out of 10; only1% was able to complete the exam without mistake and 12% failed the written exam.
After the implementation of the gamified project, the results improved a little bit, but they were not
significant since most of the participants (58%) continued between the C and D grade. Nevertheless,
there was an improvement since the 21% of the participants moved from level D to C. The failure rate
was reduced by 3%, from 12% to 8%. However, the rest of the data was quite similar.
4.2. English written assessment test
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The last stage before the implementation of the gamified project was the administration of a pre
and post questionnaire about student´s motivation level towards learning English. The results can
be checked in table 2 below:
Table 2. AMBT Motivation results
Pre-test Post-test
High Medium Low High Medium Low
My motivation to learn English is 25.45% 49.1% 25.45% 49.63% 29.83% 20.54%
My interest in foreign languages is 12.73% 36.37% 50.90% 27.81% 31.55% 40.64%
My attitude toward learning English is 23.63% 63.64% 12.73% 36.4% 56.33% 7.27%
My attitude toward my English teacher is 10.96% 63.64% 25.45% 36.4% 56.33% 7.27%
My attitude toward my English course is 23.63% 63.64% 12.73% 60.18% 32.55% 7.27%
My parents encourage me to learn English 81.82% 0% 18.18% 81.82% 0% 18.18%
Source: own elaboration
The data collected affirmed that there has been a change in the motivation towards the learning of
English. At the beginning of the study, half of the answers (49.1%) felt indifferent towards learning
English. However, after having implemented the gamification methodology half of the participants
(49.63%) felt motivated in the English lessons. Besides, their interest towards learning new langua-
ges also changed a little bit since at the beginning only 23.63% was interested in learning new lan-
guages, 36.37% felt indifferent and the other half (50.90%) was not sympathetic with that.
After the implementation, the number of students interested in foreign languages increased from
23.63% to 27.81% and the number of pupils without interest in learning other languages reduced
in 10% from 50.90% to 40.64%. Finally, the attitude towards the lessons, the teacher and the pro-
cess of learning English improved due to the implementation of a gamified project. It is interested
to pinpoint that the results from the attitude towards learning English and the attitude towards the
English course were identical. The perception of the English teacher also improved from 10.96% to
36.4%. However, there are many students whose perception of the teacher is negative (7.27%) or
indifferent (32.55%).
Qualitative data was obtained through direct observation through a teacher´s diary. At the beginning
of the research, students felt anxious and fearful about the implementation of the new methodology
because it was a challenge for them to change their daily routine. They have been working with the
textbooks the last five years and they felt their English grade would be affected by this new metho-
dology. Many of them were worried about the English EBAU exam. They had to begin working in
cooperative groups, with new technologies such as tablets, computers, and cell phones since most
of the activities had to be completed online and in groups.
4.4. Direct observation
4.3. Motivation questionnaire
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The first two weeks were complex for both the teacher and the students. Lessons were noisy, and
many students did not know what they have to do, how to manage time, what their role in their group
was. Besides, they had to get used to working cooperatively, to share information and knowledge
among the members to be able to complete the variety of activities proposed cooperatively. This
process was hard for them. Nevertheless, once groups understood the dynamics and the rules of
the new methodology, their role in the group, the different cooperative structures and the necessity
to work cooperatively to success, they became autonomous, and the professor only had to solve
doubts and help each group individually.
The video presenting the project, and the webpage was well valued among the students. Besides,
working with digital tools, especially videogames, had a positive response among the participants
and the learning environment. Most of the students felt motivated by the series decision, the game
mechanics and the idea of working cooperatively. Sometimes they were under the impression that
they had not learned anything in the lesson since they had spent 45 minutes playing with a videoga-
me. However, when the teacher asked them questions about a grammatical structure, vocabulary, or
a concept all of them were able to answer correctly.
Students with a slightly lower English level benefited from this type of grouping and the methodo-
logy implemented since they did not only receive explanations from the teacher, but also from their
peers, what helped them much more to understand what to do and how to do it. Besides, although
at the beginning they were anxious and felt uncapable of participating because they thought their
level was not the suitable one, their role in the group obliged them to be active, so their self-percep-
tion improved and they began feeling more integrated, useful, and motivated. Their impression can
be read in students’ evaluation in Annex 1.
The individual interview carried out at the end of the study affirmed that 94% of the participants´
answers showed complete satisfaction towards the implementation of a gamified project since they
perceived the game was designed especially for them and they were the protagonist of their own
learning. This is a significant result. Their level of motivation increased significantly once they got
involved in the project and the perception of boredom towards the English subject diminished.
Students are immersed in a world surrounded by technology and the educational system should in-
clude them in the learning process since their usage can make it more memorable and meaningful.
According to Ausubel (1963, p.58) “meaningful learning is the human mechanism, per excellence,
for acquiring and storing the immense number of ideas and information represented in any field of
knowledge”.
Gamification helps students learn in a healthy competitive atmosphere (Rajendran et al., 2019) while
they are developing their communicative & digital skill, critical learning, interaction, collaboration,
problem- solving (Newcombe and Brick, 2017), learning outcomes in English as a foreign language
(Azar & Tan, 2020; Sundqvist & Wikström, 2015), motivation and engagement (Nieto-Escamez & Rol-
4.5. Individual interview results
6. Discussion and conclusions
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dán-Tapia, 2021; Park & Kim, 2021) and participation in meaning-making activities. These non-threa-
tening and fun environment benefits participants in the development of linguistic competence whe-
re students become conscious of their own process.
The main objective of this study was to foster multiliteracy through a gamified project to both pro-
mote motivation towards the reading process and to develop reading comprehension and written
production of English texts. The findings of this study are in line with those of Rafiq et al. (2019) and
Hashim et al. (2019), where students’ perceptions about language learning games were surprisingly
positive; they found them fun, attractive, encouraging, motivating aside from games helped impro-
ve their self-esteem and learning experience. Besides, students learnt English by doing and having
fun what it is one of the advantages of gamification. It also favored students to learn from their mis-
takes immediately after they had finished the activity what improved their English language skills. By
including gamification elements into instruction, shy students participated more in the English lan-
guage learning activities. Therefore, gamification helped teachers improve and evaluate students’
language skills quickly.
After the implementation of this intervention programmed, many of these positive effects were de-
veloped in the participants of this study. They were active agents who enjoyed the dynamics, were
eager to learn and manage to work with different ICT tools, necessary for their future lives. The use
of cooperative work and gamification in the first baccalaureate level has proven to be very effecti-
ve as methodological tools to encourage motivation, participation and commitment changing the
learning perspective from a passive to a meaningful one. The fact that students were immersed in
an environment of leisure and play provoked curiosity and desire to learn. This effect is important as
Csikszentmihalyi stated in (1990, p. 51): “Interest arises spontaneously when the activity is pleasura-
ble and therefore valuable in itself.
On the other hand, working cooperatively was also beneficial since they developed their emotional
and social skills necessary for their future job. Besides, with this type of methodology participants
developed the ability to select and validate truthful information and the autonomy to understand
and produce texts with clarity, coherence, cohesion, correctness, and appropriateness throughout
technology, what it would last longer since they are active participants, as Dewey explained (1938,
p.63 ) “learning that results in doing, and doing that is educative, are identical Learning that results
in doing, and doing that is educative, are identical “. Similarly, cooperative work fostered the deve-
lopment of emotional and social skills that are essential for life in society. It teaches pupils to work
collaboratively with others, as Vygotsky argued. This idea is also supported by Keller, who argued
that collaborative work allows for greater achievement, as Lash 1980 (p. 489) stated in his work
about Helen Keller.
In conclusion, the implementation of a gamified project in Baccalaureate has been positive and
beneficial for the participants since has enable them to develop their linguistic and digital compe-
tence autonomously in different communicative situations in a motivational and saved environment.
However, it had some limitations since reading and writing are two skills which require a lot of time
to be acquired, and the implementation of this project has been very limited. Perception and moti-
vation are two traits who also require time to be developed, and longer research should be establi-
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shed. Nevertheless, this study has allowed Baccalaureate learners to be conscious that gamification
is an active methodology that can motivate them while improving affective factors, linguistic com-
petence and digital literacy.
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