Vol. 13/ Núm. 2 2026 pág. 220
https://doi.org/
10.69639/arandu.v13i2.2171
Implementing Interactive Games to Enhance English

Grammar and Vocabulary in Writing Skills

Implementación de juegos interactivos para mejorar la gramática y el vocabulario en
inglés en las habilidades de escritura

Bianca Gabriela Quiroz Alonzo

blancag.quiroz@educacion.gob.ec

https://orcid.org/0009-0003-2185-5278

Universidad Bolivariana del Ecuador

Ecuador Portoviejo

Marisela Jiménez Álvarez

mjimeneza@ube.edu.ec

https://orcid.org/0000-0002-3067-7296

Universidad Bolivariana del Ecuador

Durán Ecuador

Josué Reinaldo Bonilla Tenesaca

jrbonillat@ube.edu.ec

https://orcid.org/0000-0002-6748-2345

Universidad Bolivariana del Ecuador

Durán Ecuador

Artículo recibido:18 marzo 2026- Aceptado para publicación:20 abril 2026

Conflictos de intereses: Ninguno que declarar.

ABSTRACT

The effective acquisition of English as a foreign language (EFL) remains a persistent challenge

in Ecuadorian public education, particularly in the development of writing skills. Although

curricular reforms aim to foster communicative competence, many secondary students continue

to struggle with the foundational components of grammar and vocabulary
key elements for
coherent and accurate written expression. These difficulties are often intensified by students'

perception of grammar as tedious and vocabulary
as easily forgettable, leading to low
motivation and weak language retention. Considering the growing importance of English

proficiency for academic and professional opportunities, this study explores the potential of

interactive games as a pedagogical tool to enhance grammar and vocabulary learning in writing

tasks. Drawing on game
-based learning principles, which emphasize engagement, motivation,
and meaningful language use, the research evaluates the effectiveness of integrating interactive

grammar and v
ocabulary games in a tenth-grade EFL classroom. Using a mixed-methods
design, the study combines pre
- and post-tests with interviews and classroom observations to
measure changes in students’ motivation, engagement, and writing performance. The results are

expected to demonstrate that interactive games can significantly support language retention and
Vol. 13/ Núm. 2 2026 pág. 221
improve grammatical accuracy and vocabulary use in written communication, offering a

dynamic alternative to traditional teaching practices.

Keywords
: grammar, writing, gamification
RESUMEN

La adquisición efectiva del inglés como lengua extranjera (EFL) sigue siendo un desafío
persistente en la educación pública ecuatoriana, especialmente en el desarrollo de las
habilidades de escritura. Aunque las reformas curriculares buscan fomentar la competencia
comunicativa, muchos estudiantes de secundaria continúan enfrentando dificultades con los
componentes fundamentales de la gramática y el vocabulario, elementos clave para una
expresión escrita coherente y precisa. Estas dificultades se intensifican debido a la percepción
del alumnado de que la gramática es tediosa y el vocabulario fácilmente olvidable, lo que genera
baja motivación y escasa retención lingüística. Considerando la creciente importancia del
dominio del inglés para acceder a oportunidades académicas y profesionales, este estudio
explora el potencial de los juegos interactivos como herramienta pedagógica para mejorar el
aprendizaje de la gramática y el vocabulario en tareas de escritura. Basado en los principios del
aprendizaje lúdico, que promueven la participación, la motivación y el uso significativo del
idioma, esta investigación evalúa la efectividad de la integración de juegos gramaticales y de
vocabulario en un aula de inglés de décimo grado. A través de un diseño mixto, se combinan
pruebas diagnósticas antes y después de la intervención con entrevistas y observaciones de
clase, para medir los cambios en la motivación, el compromiso y el desempeño escrito de los
estudiantes. Los resultados buscan demostrar que los juegos interactivos pueden fortalecer
significativamente la retención del lenguaje y mejorar el uso de la gramática y el vocabulario en
la comunicación escrita, ofreciendo así una alternativa dinámica a las prácticas de enseñanza
tradicionales.

Palabras clave: gramática, escritura, gamificación

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Vol. 13/ Núm. 2 2026 pág. 222
INTRODUCTION

The learning of English as a foreign language (EFL) continues to present significant

challenges within public education in Ecuador. Despite efforts by the national curriculum to

promote communicative competence, students often exhibit low proficiency in grammar and

vocabulary
two fundamental elements of writing skills. These language components are
essential for constructing clear, coherent, and grammatically accurate written texts. (Ur, 1996;

Harmer, 2007; Nation, 2001; Richards & Renandya, 2002). Furthermore, mastery of English

grammar and vocabulary is not only essential for academic achievement but also a valuable

asset for future professional and educational opportunities in a globalized world (Crystal, 2003;

Graddol, 2006; Kachru, 1992; Seidlhofer, 2011).

Grammar is defined as the system of rules that governs the structure of language,

including syntax and morphology (Celce
-Murcia & Larsen-Freeman, 1999), while vocabulary
refers to the body of words learners must understand and use to communicate effectively

(Nation, 2001). Informal classroom observations and diagnostic assessments in Ecuadorian

schools reveal that students often perceive grammar instruction as abstract, difficult, and

demotivating (Thornbury, 1999; Ellis, 2006; Larsen
-Freeman, 2003), while vocabulary learning
suffers from poor retention due to insufficient contextual reinforcement and repetitive practice

(Schmitt, 2000; Webb, 2008; Nation, 2013; González Fernández&Schmitt, 2019). These factors

contribute to weak writing skills and limited communicative effectiveness.

To address these difficulties, researchers have explored the use of game
-based learning
(GBL), an approach that incorporates game mechanics into educational settings to increase

student motivation, engagement, and retention (Prensky, 2001; Gee, 2003; Wright, Betteridge,

& Buckby, 2006; Alemi, 2010). GBL is grounded in constructivist and communicative learning

theories, which emphasize active participation, learner autonomy, and meaningful use of

language in context (Richards, 2006; Savignon, 2002). Games offer repeated exposure to

grammar and vocabulary through immersive, playful tasks that reduce anxiety, promote

interaction, and enhance memory (Gros, 2007; Reinhardt&Sykes, 2012; Kim, 2015; Hung,

2015).

Bas
ed on these findings and their pedagogical foundation, the present study investigates
the use of interactive grammar and vocabulary games as a strategy to enhance EFL learn
ers’
writing performance. It is situated in a public secondary school in Ecuador, where English

instruction often follows traditional and textbook
-centered approaches. The target population
consists of approximately 35 tenth
-grade students, aged between 14 and 16 years, who possess
an A2 level of English proficiency as described in the CEFR. These learners are at a critical age

where motivation and engagement play a central role in academic achievement.
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The study adopts a mixed
-methods approach, combining quantitative instruments (pre-
and post
-tests) with qualitative data (interviews and classroom observations). This design allows
for a comprehensive understanding of the impact of game
-based learning on grammar and
vocabulary development in writing.

The research complies with ethical standards. Informed consent was obtained from school

authorities and guardians. Students participated voluntarily, and all data collection procedures

ensured anonymity and confidentiality. The activities were designed to support student learning

without causing harm or discomfort.

Theoretical Framework

Grammar and Vocabulary in Learning English as a Foreign Language (EFL)

In learning English as a foreign language, grammar and vocabulary constitute the

structural foundation on which productive and receptive skills are built. Recent studies

emphasize that mastery of grammatical forms and lexis cannot be understood as an isolated

component, but rather as an interdependent system that supports comprehension and written

production at both school and university levels (Campos Estarás et al., 2024; Daquilema

Chorlango & Arias Arroyo, 2024).

Grammar is conceived as the set of rules that regulate sentence formation and the

organization of linguistic elements, while vocabulary corresponds to the lexical repertoire that

allows meanings to be expressed with precision. In the EFL context, insufficient consolidation

of both components often manifests in frequent morphosyntactic errors, issues with agreement,

inappropriate use of verb tenses, and limitations in selecting words that match the register and

communicative purpose (Daquilema Chorlango & Arias Arroyo, 2024). These errors affect not

only the formal accuracy of texts but also their coherence, cohesion, and discursive clarity.

Research on the writing of nouns in English as a foreign language shows that the

acquisition of seemingly simple structures
such as pluralization, use of possessives, or
agreement between determiners and head nouns
follows complex, extended developmental
paths, even in learners with several years of exposure to the language (Campos Estarás et al.,

2024). This demonstrates that students need systematic opportunities for meaningful practice,

explicit feedback, and activities that integrate form and use, rather than purely mechanical

exercises.

Furthermore, vocabulary development has been identified as a key predictor of

performance in reading comprehension and written production. Recent research in Latin

American EFL contexts indicates that students with greater receptive and productive vocabulary

write longer texts with better organization and semantic precision, and that limited vocabulary

reduces their ability to construct complex sentences or nuance meaning (Berthely Barrios &

Esquivel Gámez, 2023; García
-Córdova & Franco-Lazarte, 2025). When vocabulary is limited,
Vol. 13/ Núm. 2 2026 pág. 224
students tend to resort to repetitive structures, literal translations, or circumlocutions that

diminish textual quality.

In the Ecuadorian context, it has been noted that many English learners carry gaps in

grammar and vocabulary from basic education, which results in persistent difficulties in

academic writing and in assessment tasks that prioritize written production as evidence of

achievement (Párraga
-Solórzano et al., 2022; Daquilema Chorlango & Arias Arroyo, 2024).
These limitations are exacerbated by methodologies centered on memorization and mechanical

repetition, with little contextualization and few opportunities for the creative use of the

language.

Writing in the EFL Context

Writing in English as a foreign language is considered a skill of high cognitive

complexity, as it requires planning, organizing ideas, selecting appropriate linguistic resources,

and revising one’s own text. Current studies agree that writing becomes a privileged space for

observing both students’ grammatical mastery and the breadth of their vocabulary (Campos

Estarás et al., 2024; García
-Córdova & Franco-Lazarte, 2025).
In university and school contexts across Latin America, writing in EFL is often marked

by recurring errors combining grammatical and lexical aspects: omission of auxiliary verbs,

incorrect use of tenses, word
-order errors, difficulties maintaining agreement, and inadequate
lexical selection (Daquilema Chorlango & Arias Arroyo, 2024). At the same time, textual

organization is affected by limited exposure to English writing models and by classroom

practices that prioritize decontextualized grammar exercises over genuine production tasks.

Recent evidence also shows that writing cannot improve sustainably if it is worked on

in isolation from other skills. Research on hybrid learning and reading comprehension suggests

that a combination of extensive reading, metalinguistic reflection activities, and guided writing

tasks helps strengthen lexical and grammatical knowledge applied to authentic texts (García
-
Córdova&Franco
-Lazarte, 2025). From this perspective, writing is understood as a process
nourished by meaningful input and deliberate practice, rather than a product evaluated at a

single point in time.

In rural contexts or areas with limited access to resources
such as parts of the
Ecuadorian educational system
students face additional challenges: lack of authentic
materials, limited connectivity, and scarce specialized support in English (Almache Granda et

al., 2024). These conditions directly influence the quality of writing tasks and the motivation to

produce texts in a language not used in daily life.

Despite this, various studies agree that students respond positively when strategies are

introduced that make writing a more meaningful experience aligned with their interests
for
example, through projects, collaborative work, or technology
-mediated activities (Párraga-
Solórzano et al., 2022; Almache Granda et al., 2024). The incorporation of digital resources,
Vol. 13/ Núm. 2 2026 pág. 225
games, and interactive platforms has shown potential to increase participation, reduce anxiety,

and offer a more authentic context for language use.

Game
-Based Learning and Gamification in EFL
Game
-based learning and gamification have gained relevance as approaches aimed at
transforming classroom dynamics by integrating game elements
challenges, points, levels,
immediate feedback
into formal educational contexts. In the field of foreign language
teaching, gamification has been described as a strategy capable of increasing motivation,

participation, and sustained engagement with tasks traditionally perceived as difficult or tedious,

such as grammar and vocabulary learning (Briceño Núñez, 2022; Terán Ñacato et al., 2024).

Recent studies on educational gamification highlight that games create safe

environments where error is perceived as part of the process rather than failure, and where

students receive immediate feedback on their performance. This feedback, combined with

spaced repetition and the resolution of challenges, supports the consolidation of grammatical

structures and lexical units (Briceño Núñez, 2022; Benites Coronel et al., 2024). Digital games

also allow difficulty to be adapted to students’ levels and provide personalized learning

pathways.

In the Ecuadorian and regional context, gamification in English teaching has been

applied especially in high school, where the goal is to counteract low motivation toward the

subject. Evidence shows that when playful activities are designed in alignment with curricular

objectives, students not only show greater interest but also improve their oral participation and

willingness to write in English (Terán Ñacato et al., 2024; Párraga
-Solórzano et al., 2022).
Consequently, in the English program for Ecuadorian secondary education, there is an

increasing emphasis on the development of communicative competence, particularly in

productive skills such as writing. The national curriculum promotes student
-centered
methodologies, the integration of meaningful tasks, and the use of interactive strategies that

foster active learning. In this context, teachers are encouraged to incorporate innovative

approaches, including gamification, to address students’ diverse learning needs and to create

more engaging learning environments. Moreover, the program highlights the importance of

contextualized language use, where learners can practice writing for real
-life purposes rather
than merely completing mechanical exercises. Therefore, the inclusion of game
-based activities
not only aligns with curricular demands but also responds to the need for motivating students to

practice writing in a more dynamic, collaborative, and purposeful way.

Moreover, research on cognitive games indicates that these activities go beyond

entertainment: they promote processes such as sustained attention, working memory, and

cognitive flexibility, all of which are linked to language learning (Benites Coronel et al., 2024).

When games are specifically designed to work on grammatical structures or semantic fields,

improvements are observed in fluency and accuracy during communicative tasks.
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Gamification is also connected with the use of digital resources and virtual

environments. Studies on digital educational tools in English teaching report that students

perceive technology as a familiar, flexible, and motivating medium, in contrast with practices

focused solely on textbooks and repetitive exercises (Párraga
-Solórzano et al., 2022). In this
sense, gamification can be understood as a framework that guides the use of these tools,

integrating game dynamics into platforms, apps, and virtual learning environments.

Empirical Evidence on Games in Grammar, Vocabulary, and Writing

Recent literature offers extensive evidence on the impact of games and gamified

strategies on learning grammar, vocabulary, and writing skills in EFL. Studies with upper
-
secondary students in Ecuador show that implementing gamified activities
such as
competitions, question roulettes, and team challenges
is associated with significant
improvements in English test performance, as well as increased participation in class (Terán

Ñacato et al., 2024). The authors highlight that gamification fosters repeated practice of

grammatical structures and vocabulary in communicative contexts, contributing to long
-term
retention, hence the authors´intention of this article to implement interactive games to enhance

grammar and vocabulary.

Other research focusing on cognitive games shows that introducing playful dynamics

oriented toward problem solving, word association, or sentence completion positively

influences oral communication and confidence in using the language in interactive situations

(Benites Coronel et al., 2024). Although these studies focus mainly on oral production, the

results suggest that strengthened vocabulary and underlying grammar carry over into writing

tasks.

In higher education, studies on morphosyntactic errors in written production by EFL

learners have shown that exposure to more meaningful activities
with emphasis on guided
revision and correction
helps reduce mechanical and grammatical errors and improve textual
organization (Daquilema Chorlango & Arias Arroyo, 2024). Although these works do not

always explicitly include games, they demonstrate that form
-focused interventions integrated
into communicative tasks have positive effects on writing quality.

At the same time, research on blended learning and English reading comprehension

indicates that combining face
-to-face activities with interactive online resources enhances
students’ autonomous work, expands practice opportunities, and allows the introduction of

gamified tasks in virtual environments (García
-Córdova&Franco-Lazarte, 2025). Under this
approach, playful activities are integrated into digital platforms through interactive quizzes,

level
-based challenges, and reward systems that reinforce practice of grammar structures and
vocabulary.

Additionally, it has been documented that integrating digital resources and games into

English teaching has a particularly relevant effect in contexts where motivation toward the
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subject is low and access to authentic language experiences is limited (Párraga
-Solórzano et al.,
2022; Almache Granda et al., 2024). In such settings, interactive games act as mediators that

bring English closer to the students’ reality, incorporating visual, auditory, and narrative

elements that facilitate comprehension and recall.

Taken together, these findings support the relevance of designing interventions that use

interactive games specifically oriented toward practicing grammar and vocabulary within

writing tasks. The available evidence suggests that gamification, when aligned with clear

learning objectives and formative assessment, can contribute both to improved linguistic

accuracy and to increased motivation and engagement in students’ written production in

English.

MATERIALS AND METHODS

Research Design

The study follows a mixed
-methods approach with a quantitative predominance,
allowing the integration of numerical data on grammar, vocabulary, and writing performance

with qualitative evidence about students’ motivation and perceptions. Recent literature on

English as a Foreign Language (EFL) teaching highlights that mixed
-methods designs make it
possible to understand not only whether an intervention works, but also how and why it

produces certain effects in the classroom. This type of approach has been used in Latin

American research combining standardized measurements with observations and interviews to

evaluate methodological innovations in English teaching and other educational areas (Cascante
-
Campos, 2024; Morales, 2024).

The quantitative component adopts a quasi
-experimental pretestposttest design with a
single group, allowing the comparison of students’ performance before and after the

intervention to estimate its potential effect on grammar, vocabulary, and writing development.

This design is appropriate for school contexts where randomly assigning participants to control

and experimental groups is not feasible, but it remains necessary to estimate the effect of a

pedagogical intervention by comparing performance before and after its implementation. Recent

studies on instructional resources and innovative strategies to improve vocabulary and other

English skills have employed this same design, using multiple
-choice tests and production tasks
before and after the intervention (Velastegui Campoverde et al., 2025; Pionce
-Mendoza et al.,
2023).

The qualitative component includes classroom observations and brief semi
-structured
interviews aimed at documenting changes in motivation, engagement, and perceptions of the

usefulness of interactive games. Research on gamification and playful strategies in EFL has

shown that combining quantitative and qualitative data strengthens the validity of results and
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supports interpreting performance changes in light of teachers’ and students lived experiences

(Guillermo Morales, 2024; Reinoso, 2023).

Context and Participants

The research takes place in an urban public educational institution in Ecuador, at the

level of Basic General Education. The sample was intentional and non
-probabilistic, selected
based on accessibility criteria and the relevance of the group to the research objectives,

consisting of 35 tenth
-grade students aged 14 to 16, enrolled in the English subject with an
approximate A2 level according to the Common European Framework of Reference for

Languages. The selection responds to accessibility criteria and to the suitability of the group for

implementing an intervention based on interactive games, in a context where difficulties in

grammar and vocabulary are reflected in written productions that are imprecise and weakly

cohesive
an issue also documented in other Latin American studies on English teaching in
basic education (Pionce
-Mendoza et al., 2023; Terán Ñacato et al., 2024).
The group receives in
-person English classes three times per week. The teacher has
university training in English teaching and experience using digital resources, although with

limited use of gamification strategies
similar to findings reported in recent studies analyzing
the incorporation
of ICT and playful dynamics in EFL classrooms in Ecuador and the region
(Díaz López et al., 2025; Ojeda et al., 2023).

Instruments

Diagnostic and Achievement Test in Writing

A diagnostic test was designed, which also served as the achievement test administered

after the intervention. The instrument includes multiple
-choice items on A2-level grammatical
structures (simple present and simple past, use of auxiliaries, word order), vocabulary exercises

related to routines, places in the city, and daily activities, and a guided writing task in which

students write a short paragraph using the target lexis and grammar.

Analytic Writing Rubric

Written performance is evaluated through an analytic rubric considering four

dimensions: grammatical accuracy, variety and appropriateness of vocabulary, coherence and

cohesion of the text, and task achievement. Each dimension is rated on a scale of 1 to 4, with

higher scores indicating more satisfactory performance.

Observation Guide and Semi
-Structured Interviews
A structured observation guide is developed to record frequency of participation, peer

collaboration, attention to instructions, enthusiasm during games, and spontaneous use of

English. Items are organized on Likert
-type frequency scales with spaces for qualitative notes.
This type of instrument has been used to document motivational and engagement
-related
changes in gamification and playful strategy experiences in English classrooms (Reinoso, 2023;

Terán Ñacato et al., 2024).
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At the end of the intervention, semi
-structured interviews are conducted with a
subsample of students with varying performance levels. Questions focus on perceptions of the

games, their impact on understanding grammar and vocabulary, and their perceived usefulness

for improving writing. Including interviews allows researchers to delve into subjective aspects

not visible through test results alone (Cascante
-Campos, 2024; Ojeda et al., 2023).
Description of the Gamified Intervention

The intervention is structured around three interactive games designed to reinforce

grammar and vocabulary content directly linked to writing tasks:

Digital game “Time Traveler Froggy” (Educaplay
froggy jump type)
Students help a frog cross a river by correctly answering items about verb tenses in the

simple present and simple past, as well as basic modal structures of obligation and possibility.

Sentences are contextualized in daily routines and school situations. Correct answers allow

players to advance, while errors require repeating the item. This dynamic
aligns with evidence
showing that digital games promote repeated practice oriented to problem solving that sustains

attention, and retention of gram
matical structures.
Classroom game “City Advice Hangman” (in
-class hangman)
The hangman mechanic is used to work on vocabulary related to places in the city,

expressions of advice and recommendation, and frequent adjectives used in descriptions. The

game is played in teams, promoting negotiation of meaning and oral use of lexis before its

application in writing
consistent with evidence on the potential of playful activities to
integrate vocabulary, interaction, and written production in EFL.

Digital game “Sentence Builder Challenge” (Educaplay
word ordering)
Students reorganize scrambled sequences of words to form grammatically correct

sentences related to routines, plans, and past experiences, reinforcing English word order,
word
association and the integration of vocabulary into complete structures and narratives.

Research on the use of platforms and digital resources in English teaching indicates that

such playful dynamic activities support syntactic awareness and the transition from isolated

sent
ences to coherent written paragraphs (Díaz López et al., 2025; Velastegui Campoverde et
al., 2025).

Data Collection Procedure

The procedure was carried out in four phases: (1) in the diagnostic phase, the pretest on

grammar, vocabulary, and writing is administered, the formative nature of the research is

explained, and student assent is obtained; (2) Intervention phase: the intervention was

implemented over a four
-week period, comprising seven instructional sessions of approximately
40 to 45 minutes each, integrated into the regular English class schedule. Each session followed

a structured sequence consisting of three stages: pre
-activity, game-based practice, and post-
activity focused on writing production.
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During the first week, instruction focused on reinforcing the simple present tense and

vocabulary related to daily routines. Students began with a short reading activity in which they

identified verbs and time expressions. Subsequently, the digital game “Time Traveler Froggy”

was used to practice verb forms in contextualized sentences. After gameplay, students produced

a guided paragraph describing their daily routine, incorporating the grammatical structures and

vocabulary practiced.

In the second week, the emphasis shifted to the simple past tense and vocabulary related

to past experiences. Students analyzed a short narrative text and identified regular and irregular

verbs before participating in the interactive game. Following the game, they wrote a short

paragraph about a past weekend experience, applying the target grammar and lexical items.

During the third week, vocabulary related to places in the city and expressions of advice

was reinforced through the classroom game “City Advice Hangman,” played in teams to

promote collaborative learning and oral negotiation of meaning. As a post
-activity, students
developed short written dialogues giving advice about places in their city, integrating newly

practiced vocabulary.

In the fourth week, instruction focused on sentence structure and coherence. The digital

game “Sentence Builder Challenge” required students to reorder scrambled words to form

grammatically correct sentences. Afterward, students produced a structured paragraph

combining present and past forms, ensuring correct word order, grammatical accuracy, and

lexical variety. Throughout the intervention, formative feedback was provided after each writing

task to support improvement. (Cascante
-Campos, 2024; Guillermo Morales, 2024).
Data Analysis

The quantitative data from the diagnostic test were analyzed using descriptive and

inferential statistics. A paired
-samples Student’s t-test will be applied to determine whether
statistically significant differences exist between pretest and posttest scores in grammar,

vocabulary, and writing. In addition, effect size (Cohen’s d) will be calculated to assess the

practical magnitude of the changes, a common practice in quasi
-experimental studies on
instructional innovation in EFL (Velastegui Campoverde et al., 2025; Díaz López et al., 2025).

Internal consistency of the test will be estimated using Cronbach’s alpha coefficient.

Before interpreting the results, basic assumptions such as the approximately normal distribution

of the differences and the absence of extreme outliers will be verified.

The qualitative data from observations and interviews will undergo thematic content

analysis, identifying categories related to motivation, participation, perceived difficulty, and

perceived usefulness of the games for learning grammar, vocabulary, and writing. This

procedure aligns with recent qualitative analysis approaches in studies on playful strategies and

the use of ICT in English teaching (Reinoso, 2023; Ojeda et al., 2023).
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Ethical Considerations

The research adheres to the ethical principles required in studies conducted in

educational settings. Authorization from institutional authorities and informed consent from

parents, guardians, or legal representatives has been obtained. Student participation is voluntary

and does not affect their official grades. To ensure anonymity and confidentiality, alphanumeric

codes are used instead of names, and data are stored securely, following practices similar to

those in recent studies on methodological innovation in English classrooms in Latin America

(Pionce
-Mendoza et al., 2023; Terán Ñacato et al., 2024).
RESULTS

Descriptive Analysis of the Pretest and Posttest

To evaluate the effect of the pedagogical intervention on students' English learning, a

diagnostic test was applied before the intervention (pretest) and the same instrument was

applied after the intervention (posttest). The results obtained from both measurements were

analyzed using descriptive statistics in order to identify changes in students’ academic

performance.

Table 1 presents the mean scores obtained in the pretest and posttest.

Table 1

Descriptive Statistics of Pretest and Posttest Scores

Test
N Mean Std. Deviation
Pretest
30 6.10 2.68
Posttest
30 7.33 2.47
The results show that the average score increased from 6.10 in the pretest to 7.33 in the

posttest, indicating an improvement in students’ performance after the pedagogical intervention.

Figure 1

Mean scores in the pretest and posttest

Figure 1. Comparison of the mean scores obtained by students in the pretest and

posttest. The increase in the average score reflects an improvement in students’ performance

after the pedagogical intervention based on game
-based learning activities.
0
5
10
Pretest Posttest
Mean scores in the pretest
and posttest
Score Score2
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Inferential Analysis of Pretest and Posttest Scores

To determine whether the pedagogical intervention had a statistically significant effect

on students’ learning, a paired samples t
-test was conducted comparing the pretest and posttest
scores.

The results show an improvement in students’ performance after the intervention. The

mean score increased from the pretest to the posttest, indicating that the use of game
-based
activities in the English classroom contributed positively to students’ learning outcomes.

Table 2

Paired Samples t
-test Results
Comparison
Mean Difference t df Sig. (p)
Pretest Posttest
-1.23 -3.45 29 .002
The results indicate a statistically significant difference between the pretest and posttest

scores (p<.05). Therefore, the findings suggest that the pedagogical intervention had a positive

effect on students’ academic performance in English.

Interpretation of Results

The results obtained in this study indicate that the implementation of game
-based
learning strategies contributed to improving students’ English grammar performance. The

comparison between the pretest and posttest scores showed an increase in the average results

obtained by the students after the pedagogical intervention.

Additionally, the statistical analysis confirmed that the difference between both

measurements was statistically significant. This suggests that the use of interactive games

integrated into English lessons helped students reinforce grammatical structures in a more

dynamic and participatory learning environment.

Overall, the findings support the effectiveness of incorporating game
-based activities as
a complementary pedagogical strategy to strengthen English language learning among tenth
-
grade students.

CONCLUSIONS

The results and analyses presented highlight the potentiality of interactive games as a

pedagogical tool due to its dynamic character and strength in FLT to enhance grammar and

vocabulary learning in writing tasks. Drawing on game
-based learning principles emphasizes
engagement, motivation, and meaningful language use.Therefore, the results derived from this

research denote the effectiveness of integrating interactive grammar and vocabulary games in a

tenth
-grade EFL classroom where playful dynamic games reinforce word order, word
association, sentence completion and narratives. The methdodology applied with the sample of

students corroborates the validity of the intervention and the imperative to continue

incorporating game
based learning in English classrooms.
Vol. 13/ Núm. 2 2026 pág. 233
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