Vol. 12/ Núm. 3 2025 pág. 3898
https://doi.org/
10.69639/arandu.v12i3.1599
Design of a Pedagogical Gamification Tool for Improving

Interaction in Online EFL Education, in the province of

Imbabura

Diseño de una Herramienta Pedagógica de Gamificación para Mejorar la Interacción
en la Enseñanza de Inglés en Línea como Lengua Extranjera en la provincia de
Imbabura

Iván Mateo Mina Vásquez

https://orcid.org/0009-0004-1337-1668

mateomina3401@gmail.com

Universidad Politécnica Estatal del Carchi-Posgrado

Tulcán Ecuador

Martha Aracelly Viveros Almeida

https://orcid.org/0000-0002-2441-6954

ma_va34@yahoo.com

Universidad Politécnica Estatal del Carchi-Posgrado

Tulcán Ecuador

Marcelo René Mina Ortega

https://orcid.org/0000-0002-6354-1846

mrenemina@yahoo.com
/ mrmina@utn.edu.ec
Universidad Técnica del Norte

Ibarra Ecuador

Artículo recibido: 18 agosto 2025 - Aceptado para publicación: 28 septiembre 2025

Conflictos de intereses: Ninguno que declarar.

RESUMEN

La presente investigación tuvo como propósito analizar la influencia de la gamificación en el
aprendizaje del inglés como lengua extranjera en entornos virtuales, con el fin de elaborar una
guía metodológica dirigida a docentes de la provincia de Imbabura. La investigación se
fundamentó en un enfoque cualitativo de tipo bibliográfico-documental, a través de la revisión
sistemática de literatura nacional e internacional, el análisis de marcos normativos y la
identificación de tendencias en plataformas de capacitación docente como Mecapacito. Los
resultados evidencian que la gamificación contribuye significativamente a la motivación,
autonomía y participación de los estudiantes en entornos virtuales, además de favorecer la
interacción y reducir la ansiedad lingüística. La guía elaborada integra fundamentos pedagógicos,
elementos gamificados (como insignias, progresión, rankings y retroalimentación inmediata), y
herramientas digitales accesibles para la práctica docente. Asimismo, se relaciona con
metodologías activas presentes en las mallas curriculares de formación docente en Ecuador, como
el Aprendizaje Basado en Problemas, Aula Invertida, CLT, TBLT y Aprendizaje Basado en
Vol. 12/ Núm. 3 2025 pág. 3899
Proyectos. En conclusión, la guía constituye un aporte práctico al campo educativo, al ofrecer a
los docentes recursos claros y contextualizados que fortalecen la enseñanza del inglés online
mediante estrategias lúdicas e innovadoras. Su pertinencia se sustenta en el marco pedagógico,
legal y curricular ecuatoriano, lo cual garantiza su aplicabilidad y relevancia en la formación
docente actual.

Palabras clave: gamificación, enseñanza del inglés, aprendizaje en línea, metodologías
activas, Imbabura

ABSTRACT

The purpose of this research was to analyze the influence of gamification on learning English as

a foreign language in virtual environments, with the aim of developing a methodological guide

for teachers in the province of Imbabura. The research was based
on a qualitative, bibliographic-
documentary approach, through a systematic review of national and international literature,

analysis of regulatory frameworks, and identification of trends on teacher training platforms such

as Mecapacito.
The results show that gamification significantly contributes to students’
motivation, autonomy, and participation in virtual environments, as well as fostering interaction

and reducing language anxiety. The guide integrates pedagogical foundations, gamifie
d elements
(such as badges, progression, rankings, and immediate feedback), and accessible digital tools for

teaching practice. It also aligns with active methodologies included in Ecuador’s teacher training

curricula, such as Problem
-Based Learning, Flipped Classroom, CLT, TBLT, and Project-Based
Learning.
In conclusion, the guide constitutes a practical contribution to the educational field by
providing teachers with clear, contextualized resources that strengthen online English instruction

thru playful and innovative strategies. Its relevance is grounded i
n the Ecuadorian pedagogical,
legal, and curricular framework, which ensures its applicability and relevance in current teacher

training.

Keywords
: gamification, English teaching, online learning, active methodologies,
Imbabura

Todo el contenido de la Revista Científica Internacional Arandu UTIC publicado en este sitio está disponible bajo
licencia Creative Commons Atribution 4.0 International.
Vol. 12/ Núm. 3 2025 pág. 3900
INTRODUC
TION
Online education has become a central strategy for ensuring educational continuity and

expanding access to knowledge in the 21st century. In the field of English as a Foreign Language

(EFL), it offers opportunities for learners to access authentic linguist
ic materials regardless of
geographical barriers. However, several studies reveal persistent limitations related to motivation,

active participation, and interaction (Cheng et al., 2025; Tsai et al., 2024). Virtual classrooms are

often characterized by pas
sive learning and reduced collaboration, which negatively affect the
acquisition of communicative competences.

In the Latin American and Ecuadorian contexts, the integration of online education has

grown rapidly but remains largely guided by traditional, teacher
-centered approaches, where
content transmission prevails over interactive methodologies. Research indica
tes that students in
virtual EFL environments demonstrate lower levels of interaction with peers and teachers,

limiting the development of essential language skills (Cabrera
-Solano, 2022; Panmei & Waluyo,
2022). This issue is particularly evident in Imbabu
ra, where teachers face challenges in adapting
methodologies to digital platforms and lack methodological tools to sustain student engagement.

Gamification has emerged as a promising pedagogical approach to address these

challenges. By integrating game design elements such as points, badges, rankings, progress levels,

and collaborative challenges into educational contexts, gamification promotes m
otivation,
autonomy, and meaningful interaction (Deterding et al., 2011; Su & Cheng, 2023). Its application

in EFL instruction has shown positive results worldwide, increasing participation and reducing

language anxiety (Campillo
-Ferrer et al., 2025; Romero-Rodríguez & Lara-Bocanegra, 2025).
Despite these benefits, its use in Ecuador remains fragmented, with little systematization to guide

teachers in its effective implementation.

From a theoretical perspective, gamification is supported by key learning theories such

as Self
-Determination Theory (Deci & Ryan, 1985), Social Learning Theory (Bandura, 1977),
and Constructivism (Vygotsky, 1978; Piaget, 1970). These frameworks highlight
how autonomy,
collaboration, and active problem
-solving are essential for learning, all of which can be
strengthened through gamified strategies.

In addition, Ecuador’s educational and legal framework emphasizes the need for

innovative, inclusive, and technology
-driven teaching practices. The Constitution (Asamblea
Nacional, 2008), the Organic Law of Intercultural Education (Ministerio de Educación,
2011),
and the National Development Plan 2021
2025 (Presidencia de la República, 2021) all prioritize
pedagogical innovation and digital transformation as mechanisms to ensure educational quality.

In this sense, the design of gamification
-based pedagogical tools responds directly to national
priorities.
Vol. 12/ Núm. 3 2025 pág. 3901
The aim of this research is therefore to design a pedagogical gamification tool to enhance

student interaction in online EFL education in Imbabura. To achieve this, the study:

Analyzes recent scientific literature on gamification and its impact on student
interaction in virtual EFL contexts.

Identifies effective gamification strategies and elements reported in national and
international research.

Systematizes theoretical and normative evidence to support the proposal.
Develops a gamification-based guide with methodological orientations for
Ecuadorian EFL teachers.

In summary, this paper addresses a pedagogical gap in the Ecuadorian context by offering

a structured, evidence
-based, and contextualized tool that strengthens online English teaching
through innovative, interactive strategies.

MATERIA
LS AND METHODS
This study was conducted using a qualitative, bibliographic
-documentary approach, as it
did not seek to establish quantitative causal relationships but rather to analyze and interpret the

scientific, pedagogical, and legal evidence on gamification in onlin
e English as a Foreign
Language (EFL) instruction. This approach enabled a systematic review of the literature and

regulations to design a contextualized pedagogical tool.

The research is framed within the Ecuadorian educational context, specifically in the

province of Imbabura, characterized by its cultural and linguistic diversity, as well as by persistent

challenges in technology access and teacher preparation for digital
environments. Although no
empirical population was directly involved, the indirect target group consists of English teachers

from public and private institutions in the province, who require innovative methodological tools

to foster interaction in virtual
classrooms.
The study consisted of four main stages:

Review and analysis of the scientific literature:

A systematic search was conducted in academic databases such as Scopus, ERIC, Google

Scholar, Redalyc, SciELO, and Dialnet, selecting publications from 202
0 to 2025. Inclusion
criteria considered:

Research on gamification in virtual environments.
Application in teaching English as a foreign language.
Relevant methodological approaches (empirical, qualitative, or mixed).
The selected documents were organized into a document analysis matrix, classifying

author, year, objectives, methodology, and key findings.
Vol. 12/ Núm. 3 2025 pág. 3902
Identification of gamification techniques and elements

Selected studies were analyzed to identify the most effective gamification strategies for

improving motivation, autonomy, and interaction. Core elements such as points, badges,

leaderboards, progress levels, and immediate feedback were categorized accordin
g to their
impact.

Theoretical and legal triangulation

The findings were contrasted with theoretical frameworks (Self
-Determination Theory,
Social Learning Theory, Community of Inquiry, Constructivism) and Ecuadorian legal and

pedagogical frameworks (Constitution, LOEI, National Development Plan 2021
2025). This
triangulation ensured the methodological and legal relevance of the proposal.

Design of the pedagogical tool

Based on the systematization process, a gamification methodological guide was designed

for English teachers in Imbabura. This tool integrates pedagogical foundations, practical

recommendations, accessible digital platforms, and examples linked to active le
arning
methodologies such as Problem
-Based Learning (PBL), the Flipped Classroom, the
Communicative Language Approach (CLA), Task
-Based Language Teaching (TBLT), and
Project
-Based Learning (PBL).
RESULT
S
The guide is the practical outcome of the bibliographic analysis conducted in earlier

chapters and directly addresses the overall aim of the study. It combines theoretical ideas, real
-
world examples, and legal
-educational guidelines into a method that teachers can use in their
virtual classrooms.

There are two parts to the chapter. First, the results are shown through the way the

gamification guide is put together and described, with a focus on its parts, teaching methods, and

how it can be used in Ecuador. Second, a discussion is created that co
mpares these results to the
theoretical framework and background research, showing how the suggested tool solves the

problems found in online EFL teaching. This chapter not only talks about the product that was

made, but it also critically looks at how re
levant, coherent, and potentially useful it is in the local
educational setting.

Presentation of the Gamification Guide

Introduction

The goal of this guide is to give English as a Foreign Language (EFL) teachers in

Imbabura province a useful and theoretically sound resource that uses gamification in online

learning. It addresses the pedagogical imperative to enhance motivation, interac
tion, and active
engagement in virtual classrooms, which continue to be significant challenges in Ecuadorian

education (Auquilla et al., 2024). The guide aims to make traditional online classes more fun and
Vol. 12/ Núm. 3 2025 pág. 3903
interactive by incorporating game
-like elements such as progress bars, rewards, and group
challenges.

The rationale for this tool lies in the persistent methodological deficiencies observed in

online English teaching in Ecuador, characterized by the predominance of transmission
-based,
teacher
-centered approaches. Research conducted in Latin America indicates that students
enrolled in online English as Foreign Language (EFL) courses frequently exhibit low levels of

participation and reduced opportunities for substantive communication (Auquilla et al., 2024). In

Imbabura, the predominant methodologies for in
-person English instruction are the grammar-
translation method and, to a lesser extent, the communicative approach, both commonly used in

conventional classroom settings. Recent evidence corroborates that gamification serves as a

pedagogical strategy with a
considerable influence on students’ motivation in the field of English
as a Foreign Language (EFL). A quantitative study at the Technical University of Ambato

indicates that students highly value the elements of cooperation and competition (25%), the

free
dom to make mistakes (22%), and the perception of continuous progress (17%), asserting that
this methodology enhances their engagement with learning (Infante
-Paredes et al., 2024). These
methodologies establish a basis for linguistic development; however,
they inadequately fulfill the
necessity for continuous motivation and interactive practice within the digital context.

This guide is mainly for English teachers in public and private schools in Imbabura who

need to change how they teach to fit the needs of virtual learning. Gamification is not suggested

as a substitute for established methodologies but as an adjunct strat
egy that augments them.
Gamification is in line with modern teaching methods that stress active, student
-centered learning
(Su & Cheng, 2023) because it encourages student independence, teamwork, and lessens language

anxiety.

This guide aims to equip teachers with practical, flexible strategies that address the

specific educational context, facilitating the creation of dynamic and inclusive online learning

environments. In this way, it helps to achieve the larger goal of makin
g English teaching better
in Imbabura and supporting Ecuador's promise to be innovative and fair in education (Presidencia

de la República del Ecuador, 2021).

Pedagogical foundations of the guide

This guide is based on different educational theories that support using gamification as a

way to teach English online. These foundations are derived from classical educational theories

and contemporary research that has evidenced the beneficial effects o
f game-based elements on
foreign language instruction.

One of the most important things that affects how well you learn a foreign language is

your motivation. Self
-Determination Theory posits that students exhibit greater engagement
when their needs for autonomy, competence, and relatedness are met. Aly (202
0), in a study
conducted in Egypt, confirms that gamified environments significantly improve students’
Vol. 12/ Núm. 3 2025 pág. 3904
motivation by incorporating symbolic rewards, immediate feedback, and challenges that reinforce

their sense of progress and autonomy. Recent studies in virtual English
-as-a-foreign-language
environments indicate that students exhibit greater intrinsic moti
vation when they participate in
gamified activities that promote self
-regulation and autonomy in their learning (Su & Cheng,
2023).

Meaningful interaction with others enhances language learning. Vygotsky’s sociocultural

theory (1978) posits that knowledge develops through interactions with others within the zone of

proximal development. Bandura’s social learning theory (1977) also high
lights the importance of
learning through observation and imitation of others. Gamification encourages people to work

together in virtual worlds by using elements such as leagues, teams, and collaborative challenges.

This makes people more likely to partic
ipate and strengthens the sense of community. Research
conducted in Ecuador indicates that collaboration and equitable competition in gamified settings

enhance students' propensity to engage in English (Infante
-Paredes et al., 2024).
When people learn English online, they often have emotional problems that make it hard

for them to do so, such as low self
-esteem and anxiety about speaking. Gamification helps
students feel more confident by giving them safe, fun, and challenging activit
ies. This makes them
less afraid of making mistakes. Campillo
-Ferrer et al. (2025) assert that students in gamified
environments exhibit enhanced confidence in speaking English, whereas Meng et al. (2023), in a

study conducted in rural, resource
-constrained contexts, illustrate that technological gamification
alleviates language anxiety and augments student engagement in English language acquisition.

For online education to work, students need to see the virtual classroom as a safe and

encouraging place to learn. Gamification helps create this kind of space by turning tests into

positive feedback and mistakes into chances to learn. This principle is
in line with Gee's (2003)
ideas, which say that fun environments encourage people to try new things without worrying

about failing. In Imbabura, where students often feel shy about speaking English, making safe

digital spaces is important for getting them
to take part.
These pedagogical principles illustrate that gamification not only embodies a global

educational trend but also caters to local requirements: enhancing motivation, cultivating

autonomy, encouraging meaningful interaction, and addressing the emotional fact
ors that impact
English language acquisition. The guide uses strong theoretical ideas and recent research shows

that using gamified strategies in virtual EFL instruction in Imbabura is still useful.

Gamification Elements

Gamification in teaching English as a Foreign Language (EFL) transcends the mere

incorporation of game mechanics; it involves the creation of engaging, structured, and purposeful

learning experiences that amalgamate playful elements with educational object
ives. When used
correctly, these parts make a space that encourages intrinsic and extrinsic motivation, task

persistence, and student interaction (Werbach & Hunter, 2012; Anuradhani et al., 2023).
Vol. 12/ Núm. 3 2025 pág. 3905
Here are the main parts of gamification and how they are used in virtual learning

environments:

One of the best ways to stay motivated is to see your progress. The progress bar shows

students exactly how far they've come in their work and how much more they need to do to reach

their goal. Hamari et al. (2019) say that this feature makes people feel
more accomplished and
encourages them to keep going, especially in virtual environments where quick feedback is

important.

Students can identify themselves in the gamified world by using characters and avatars.

Students project parts of themselves by customizing an avatar, which makes the activity more

immersive and engaging. Making avatars can help people feel less anxious
and more likely to
participate in language learning situations (Domínguez et al., 2013).

Visual design is very important for gamification. Bright colors and clear, modern

typeface draw attention, make things look better, and make people feel more connected to the

task. Khuzzan et al. (2021) assert that visual and graphic components utilized
in gamified settings
positively influence motivation and engagement by rendering activities more appealing and

accessible to students.

Gamification needs positive reinforcement. Digital badges, motivational phrases, and

symbolic rewards can help keep people interested in long
-term activities by recognizing their
achievements. Infante
-Paredes et al. (2024) showed that Ecuadorian students really liked getting
immediate feedback and earning badges. This made them more motivated and willing to

participate in English classes.

The variety of activities, like interactive quizzes, group challenges, themed missions, and

trivia, keeps things interesting and stops them from getting boring. Lee and Hammer (2011) say

that doing a lot of different things helps students learn in differe
nt ways and gives them more
chances to succeed, which makes them more confident.

Gamification encourages consistency by using participation streak systems that give

rewards for attending or finishing tasks on a regular basis. Duolingo and other platforms have

shown that this method works for keeping up with EFL study habits (Loewen et
al., 2019).
Leaderboards add a healthy dose of competition to the mix for students. It can encourage

extrinsic motivation, but it's best to balance the competitive side with the collaborative side to

keep lower
-performing students from losing interest (Hanus & Fox, 2015). In Imbabura, where
working together as a community is important, team
-based leagues are a better idea than
individual competitions.

One new thing about gamification is that it recognizes that even feeling unmotivated can

be a reason to improve. When students get clear and easy
-to-understand feedback on their
weaknesses, they can turn that information into a personal challenge to overc
ome. Meng et al.
Vol. 12/ Núm. 3 2025 pág. 3906
(2023) assert that in rural English learning environments, students perceive failures in gamified

activities as chances for enhancement, thereby alleviating anxiety and fostering perseverance.

In conclusion, the gamification elements outlined
progress bars, avatars, appealing
visual design, rewards, diverse activities, streaks, rankings, and the reframing of demotivation

represent essential components for invigorating online English language le
arning. Teachers can
use it strategically to make virtual spaces where motivation, interaction, and collaboration are all

part of the curriculum. This makes it easier for EFL students to learn how to communicate.

Recommended gamification tools and platforms

Choosing the right digital tools is very important for successfully using gamification to

teach English as a foreign language (EFL). In Imbabura, where technology resources differ

between urban and rural institutions, it is prudent to select accessible an
d adaptable platforms that
foster both motivation and interaction within the virtual classroom. Some of the most important

ones are those that focus on feedback and formative assessment. For example, Kahoot! lets you

make interactive quizzes in real time
and encourages playful participation. It is highly valued for
its positive effects on motivation and concentration (Licorish et al., 2018). Wayground works

asynchronously and gives detailed performance statistics, which makes it easier to keep track of

bo
th individuals and groups. Socrative, on the other hand, is a quick diagnostic tool that helps
teachers find specific grammar or vocabulary weaknesses.

When it comes to working together and interacting, platforms like Padlet stand out. They

let students make digital walls where they can share written or audiovisual work, which helps

them communicate in English as a group. Genially is another example; it
has tools for making
presentations, infographics, and interactive games, and it has been used in Ecuador for EFL

gamification to get people involved (Cabrera
-Solano, 2022). Finally, FigJam is a digital
whiteboard that works well for brainstorming and writi
ng activities in English.
To promote autonomy and individual practice, the use of Duolingo is advised
an
application that incorporates points, streaks, and rewards to ensure consistency in self
-directed
learning, and whose efficacy in cultivating study habits among language learne
rs has been
validated (Loewen et al., 2019). Wordwall makes it easy to make personalized games like

crosswords, spinning wheels, and others that give you automatic feedback. Quizlet, on the other

hand, is a great way to learn new words through digital fla
shcards and fun activities.
For motivation and recognizing achievements, tools like ClassDojo are helpful for giving

students symbolic points for working together and participating, which encourages good

behavior. Classcraft turns the classroom into a game with avatars, missions, a
nd rewards. This
encourages cooperation and the building of learning communities. Edmodo, on the other hand,

uses a badge system to recognize academic and attitudinal achievements, which helps students

feel like they are making progress.
Vol. 12/ Núm. 3 2025 pág. 3907
Lastly, it's important to talk about integrated platforms that help with the execution of

projects and missions. Google Classroom isn't a gamification tool on its own, but it does provide

a central place where you can connect Kahoot!, Wayground, and othe
r apps to make it easier to
plan gamified activities. Minecraft Education Edition has also become a cutting
-edge tool for
problem
-based learning projects, allowing players to create missions in immersive settings that
encourage English problem
-solving (Nebel et al., 2016). Edpuzzle, on the other hand, turns
videos into interactive lessons with questions built in. This is especially useful for the flipped

classroom in EFL settings.

In short, each of these platforms has a different educational purpose. Kahoot!,

Wayground, and Socrative are great for quick feedback and assessment; Padlet, Genially, and

FigJam make it easier for people to work together; Duolingo, Wordwall, and Quizlet
help people
learn on their own; ClassDojo, Classcraft, and Edmodo help people stay motivated and recognize

their achievements; and Google Classroom, Minecraft, and Edpuzzle help people work on more

difficult projects and missions. This way, teachers in Im
babura can choose the tool that works
best for their lesson goals and their students' technological needs. This makes virtual

environments for teaching English more dynamic, motivating, and effective.

Methodological starting points

The selection of active methodologies such as Problem
-Based Learning (PBL), Flipped
Classroom, Communicative Language Teaching (CLT), Online Collaborative Learning, Task
-
Based Language Teaching (TBLT), ERCA, and Project
-Based Learning (PjBL) is informed not
only by their established pedagogical efficacy but also by their incorporation into Ecuadorian

teacher education curricula.

A review of curricula from national universities, including the Universidad Nacional de

Educación (UNAE)
which provides an officially licensed degree in Basic Education in both
face
-to-face and virtual formatsindicates that its courses are organized around competence-
based training, engagement with educational technologies, and participatory methodologies

(Revista UISRAEL, 2023; Multi
-Lingual Scientific Journals, 2023; RUS, Universidad de
Cienfuegos, 2022). These curricular components indicate an institu
tional emphasis on cultivating
communicative, autonomous, and collaborative competencies from the initial phases of teacher

education.

A recent study examining K
-12 teacher education programs at 25 Ecuadorian universities
underscores the significance of pre
-professional practice as a conduit between theoretical
frameworks and pedagogical implementation (ResearchGate, 2023). These practi
ces are
frequently conducted within dynamic methodological frameworks, enabling prospective

educators to engage with authentic classroom environments where strategies such as PBL, CLT,

TBLT, or project
-based methodologies can be implemented and critically evaluated.
Vol. 12/ Núm. 3 2025 pág. 3908
Literature reviews of active methodologies in Ecuador indicate a growing adoption of

problem
-based learning, project-based learning, and flipped classrooms, acknowledging that the
shift from traditional methods has spanned several years and requires the si
multaneous application
of various methodologies (MLS Journals, 2024; ResearchGate, 2023; Revista UISRAEL, 2023).

The methodologies selected for the guide are not arbitrary but are based on two pillars:

their pedagogical effectiveness and their institutional legitimacy within Ecuador’s teacher training

system. They are included in the curricula of universities such as
UNAE and UCE, validated by
research on pre
-professional internships at 25 national institutions, and reinforced thru continuing
education programs like Mecapacito, which emphasizes active and innovative teaching

approaches. By situating the guide within t
his framework, its design ensures both academic rigor
and practical feasibility, providing educators in Imbabura with tools that are consistent with their

professional training and aligned with national educational priorities.

Problem
-Based Learning (PBL)
Table
1
Gamification tools in Problem
-Based Learning (PBL)
Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

Genially

https://genially.com/

Creation of

interactive missions

and visual challenges

Design a

case
-problem in
English with

interactive clues for

groups to solve.

Padlet

https://padlet.com/

Collaborative

work and sharing

solutions

Students

post their problem
-
solving proposals

on a digital wall.

Wordwall

https://wordwall.net/

Motivation

and cooperation in

problem
-solving
Teams

complete interactive

challenges

(matching, quizzes,

word hunts) that

unlock stages of the

problem

collaboratively
Vol. 12/ Núm. 3 2025 pág. 3909
Kahoot!

Wayground
https://kahoot.com/
https://wayground.com/join

Feedback on
problem
comprehension

Quick

quizzes to check

key vocabulary

before tackling the

problem.

Flipped Classroom

Table
2
Gamification tools in the Flipped Classroom

Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

Edpuzzle

https://edpuzzle.com/

Transform

videos into

interactive lessons

Insert

comprehension

questions into a

video in English

before the live class.

Quizlet

https://quizlet.com/

Autonomous

practice of

vocabulary and

structures

Assign

digital flashcards for

students to prepare

the topic at home.

Duolingo

https://www.duolingo.com/

Reinforce

autonomy through

study streaks

Assign

weekly practice

tasks to prepare for

class.

Kahoot!

https://kahoot.com/

Quick

diagnostic

evaluation at the

start of class

Short quiz

to measure prior

understanding of the

flipped material.
Vol. 12/ Núm. 3 2025 pág. 3910
Communicative Language Teaching (CLT)

Table
3
Gamification tools in Communicative Language Teaching (CLT)

Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

ClassDojo

https://www.classdojo.com/

Reinforce

oral participation

with points and

badges

Award

points to students

who actively speak

in English during

discussions.

FigJam

https://www.figma.com/es-

la/figjam/

Stimulate
collaborative
writing interaction

Co
-create
dialogues or stories

in English in a

shared virtual space.

Genially

https://genially.com/

Interactive

role
-play with
digital scenarios

Create

simulations where

students assume

communicative

roles.

Padlet

https://padlet.com/

Promote

exchange of ideas

and debates

Students

publish and respond

to arguments in

English on a shared

wall.

Online Collaborative Learning

Table
4
Gamification tools in Online Collaborative Learning

Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

Padlet

https://padlet.c

om/

Support
collective
knowledge
building

Groups

upload essays,

posters, or other
Vol. 12/ Núm. 3 2025 pág. 3911
productions in

English.

FigJam

https://www.fi

gma.com/es-la/figjam/

Stimulate

co
-writing and
collaborative

problem
-solving
Teams write

dialogues or stories

in English in real

time.

Genially

https://genially

.com/

Promote

co
-creation of
interactive

gamified content

Students

design quizzes or

games in English for

peers.

Wordwall

https://wordwa

ll.net/

Strengthe

ning teamwork

and community

sense

Teams gain

collective points by

completing

collaborative

activities.

Task
-Based Language Teaching (TBLT)
Table
5
Gamification tools in Task
-Based Language Teaching (TBLT)
Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

Kahoot!

Wayground
https://kahoot.com/
https://wayground.com/join

Evaluate

vocabulary and

grammar

comprehension

before tasks

Mini

quizzes to prepare

learners before

communicative

tasks.

Wordwall

https://wordwall.net/

Provide

individual

practice

before/after

tasks

Interactive

games with

vocabulary or

expressions relevant

to the task.

Edpuzzle
https://edpuzzle.com/
Provide

meaningful

input with

A video in

English with

embedded questions
Vol. 12/ Núm. 3 2025 pág. 3912
interactive

videos

that prepares the

task.

ClassDojo

https://www.classdojo.com/

Reward
progress during
tasks

Points and

badges for

completing each

stage of the

communicative task.

ERCA (Experience, Reflection, Construction, Application)

Table
6
Gamification tools in ERCA (Experience, Reflection, Construction, Application
)
Gamification
Tool
Tool Link
Specific
pedagogical
purpose

Suggestions
/ Examples

Edpuzzle

https://edpuzzle.com/

Present

initial

experiences

through

interactive

videos

A video in

English with

comprehension

checks to trigger

reflection.

Padlet

https://padlet.com/
Facilitate
shared reflection

Students

write their

reflections in

English on a

collaborative wall.

FigJam

https://www.figma.com/es-

la/figjam/

Support

collaborative and

visual

knowledge

construction

Create

concept maps in

English as a team.

Genially

https://genially.com/

Apply

knowledge

through

interactive

challenges

Interactive

missions requiring

students to apply

new concepts.
Vol. 12/ Núm. 3 2025 pág. 3913
Project
-Based Learning (PjBL)
Table
7
Gamification tools in Project
-Based Learning (PjBL)
Gamification
Tool
Tool Link Specific
pedagogical purpose

Suggestions
/ Examples

Minecraft
Education Edition
https://education.minecraft.net/
Create

immersive projects

with problem
-solving
in English

Design a

“world” where

students must solve

communicative

challenges.

Google
Classroom

https://classroom.google.com/

Integrate

project phases and

centralize resources

Upload

instructions, rubrics,

and evidence in one

gamified space.

Padlet

https://padlet.com/

Dissemination

and feedback on final

products

Students

publish final

projects (videos,

essays,

presentations) for

peer feedback.

Genially

https://genially.com/

Present

projects in interactive

formats

Create final

projects in English

using infographics,

escape rooms, or

games.

Wordwall

https://wordwall.net/

Sustain

motivation throughout

long
-term projects
Award

points and rewards

for completing

project milestones

as a team.

Recommendations for Teachers Based on Systematization Criteria

To successfully use gamification in online EFL teaching, you need both access to

technology and a plan for how to use gamified elements to help students reach their learning

goals. The following recommendations are made for teachers in Imbabura and other s
imilar places
based on the organization of the theoretical and empirical findings in this study.
Vol. 12/ Núm. 3 2025 pág. 3914
How to Apply Gamification

Teachers should use gamification by making sure that game parts fit with certain

communication goals. Simply adding points, badges, or rankings is not enough; these must be

connected to language learning goals like learning new words, speaking with others,
or writing
together (Anuradhani et al., 2023). Leaderboards can be used to reward people who actively

participate in English discussions, and progress bars can be used to keep track of how many drafts

of writing are finished. Werbach and Hunter (2012) say
that teachers should think of gamification
as a planned process of design, where mechanics (rules and rewards) support dynamics

(interaction and competition), which leads to engagement.

When to Apply Gamification

When used at the right times in the teaching
-learning process, gamification works best.
You can use it:

To get students thinking about what they already know and to teach them new words, use
quizzes or games (Kahoot!, Wayground) at the start of a unit.

To keep people motivated and organize how they work together on group projects (Padlet,
Classcraft).

To reinforce learning at the conclusion of a unit through challenges or escape-room style
missions (Genially).

Studies indicate that sporadic gamification, implemented at significant intervals,
mitigates cognitive overload and sustains prolonged engagement (Hamari et al., 2019;

Hanus & Fox, 2015).

Why to Apply Gamification

The justification for employing gamification is based on cognitive and emotional

advantages. Empirical research in EFL contexts demonstrates that gamification elevates student

motivation, fosters interaction, and mitigates language anxiety, particularly in
online and rural
environments (Meng et al., 2023; Infante
-Paredes et al., 2024). Gamification also helps students
learn on their own by giving them ways to get feedback and recognition that let them keep track

of their own progress (Su & Cheng, 2023). Gam
ification also boosts self-esteem and makes digital
spaces safer for trying new things by turning mistakes into chances to learn and rewarding people

for sticking with it (Khuzzan et al., 2021).

Practical Recommendations

Begin small: Before adding more complicated systems, start with one or two gamified
features, like badges or quizzes.

Balance competition and collaboration: Be careful with leaderboards so that low-
performing students don't lose motivation. In collectivist settings like Imbabura, make

team
-based missions a priority.
Vol. 12/ Núm. 3 2025 pág. 3915
Integrate with methodologies: Use gamification along with communicative and task-
based methods, making sure that the mechanics of the game are connected to real
-life use
of English (Lee & Hammer, 2011).

Make sure that everyone can use the tools you choose, even if they have limited internet
access or are on a mobile device.

Check the effect: Get feedback from students on a regular basis about whether gamified
activities help them stay interested and improve their language skills.

DISCUSSION

The gamification guide developed as the primary outcome of this study illustrates the

integration of theoretical principles, empirical evidence, and contextual requirements into a

functional pedagogical instrument. The structure of the document, which inc
ludes an
introduction, pedagogical foundations, gamification elements, recommended platforms,

methodological starting points, and teacher recommendations, makes it easy to understand and

use in the real world of online EFL teaching in Imbabura.

From an educational point of view, the guide directly addresses the problems that were

found in the theoretical framework. Low motivation and limited interaction, issues commonly

linked to online learning in Ecuador (Hernández & Paredes, 2022; Lozano et a
l., 2023), are
mitigated by the incorporation of game mechanics such as progress bars, badges, streaks, and

collaborative missions. These components align with the observations of Infante
-Paredes et al.
(2024), who identified that Ecuadorian EFL students
regarded collaboration, the liberty to err,
and a perception of advancement as principal motivators within gamified environments.

The guide is also in line with the psychological and social theories that support

gamification. By using rewards and feedback systems, it backs up the ideas of Self
-Determination
Theory as Aly (2020) used them, showing how autonomy, competence, and relate
dness can be
met in a game
-like setting. The focus on collaboration and interaction aligns with Vygotsky’s
(1978) sociocultural theory and Bandura’s (1977) social learning theory, as students acquire

knowledge not only through solitary tasks but also by o
bserving and engaging with their peers.
This connection is particularly significant in rural or resource
-poor contexts, where Meng et al.
(2023) evidenced that gamification alleviates language anxiety and enhances engagement, even

amidst technological con
straints.
The guide is new in that it connects gamification to active learning methods like problem
-
based learning, task
-based teaching, and project-based learning. This integration offers a
definitive solution to the deficiency of contextualized methodological too
ls identified in
Ecuadorian studies (Valencia
-Guerrero & Andrade, 2023; Cabrera-Solano, 2022). For teachers
who are used to traditional methods like grammar
-translation, the guide gives them useful tips on
how to switch to more interactive, communicative,
and student-centered methods.
Vol. 12/ Núm. 3 2025 pág. 3916
The guide also fits with Ecuador's laws and policies, especially the Constitution's

(Asamblea Nacional, 2008) and the Organic Law of Intercultural Education's (Ministerio de

Educación, 2011) ideas of fairness, participation, and innovation. It also suppor
ts the goals of the
National Development Plan 2021
2025, which lists digital transformation and pedagogical
innovation as top priorities (Presidencia de la República del Ecuador, 2021). The guide helps

these national goals by suggesting gamification as a
possible and flexible strategy. It also gives
teachers the tools they need to make their online classrooms more welcoming and interesting.

Finally, it is important to point out that the guide is not only based on international research

on gamification, but it also puts it in the context of the province of Imbabura. Studies conducted

in China, Turkey, and Spain (Cheng et al., 2025; Sahin & Er
dem, 2025; Campillo-Ferrer et al.,
2025) validate that gamification improves motivation, collaboration, and self
-confidence.
Furthermore, evidence from Ecuador (Infante
-Paredes et al., 2024; Cabrera-Solano, 2022;
Valencia
-Guerrero & Andrade, 2023) illustrates that these advantages can be achieved within
local contexts. The guide thus helps to close the gap between what is happening in other countries

and what Ecuadorian schools need.

To sum up, the discussion of the results shows that the gamification guide is not just a one
-
time idea; it is a structured teaching tool backed by theory, evidence, and the law. It meets the

goals of this research by giving teachers specific ways to impro
ve interaction in online EFL
classes. It also helps Ecuadorian education reach its bigger goals of innovation and quality.

CONCLUSION
S
The current study aimed to develop a pedagogical gamification guide to enhance

interaction in online EFL classes in Imbabura. The conclusions are consistent with the study's

objectives and underscore its most significant contributions:

Contribution to the study context (Imbabura and Ecuador): The guide addresses a

recognized deficiency of methodological resources that assist educators in integrating

gamification into virtual English instruction. It gives teachers in Imbabura useful stra
tegies that
are tailored to their technological and cultural environment by putting international evidence into

the context of Ecuador.

Contribution to the body of knowledge

The study organized recent theoretical and empirical findings on gamification,

connecting them with active learning methodologies (PBL, CLT, TBLT, ERCA, PjBL). This

integration shows that gamification is not just a passing fad; it is a pedagogically sound
method
that boosts motivation, independence, and teamwork in online EFL settings.

Response to the general objective: The gamification guide is the main product of the

study, and it meets the goal of giving EFL teachers a useful and concrete tool.
Vol. 12/ Núm. 3 2025 pág. 3917
Answer to the specific goals

The bibliographic analysis helped us find the best gamification strategies and parts for
teaching English online.

We put these findings into a guide that has theoretical foundations, methodological
applications, suggested tools, and organized suggestions for teachers.

The guide also follows Ecuador's laws and educational policies, which are based on the
ideas of fairness, innovation, and digital transformation set out in national laws.

Theoretical and practical significance

This study helps to close the gap between theory and practice in gamification research. It

not only looks at the evidence and talks about it, but it also turns it into a useful tool for teachers,

which helps both academic discussion and new ideas in the c
lassroom.
Vol. 12/ Núm. 3 2025 pág. 3918
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