Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
Motivation in foreign language learning. Gamification, Personal Learning  
Environments and higher education. Design of a pedagogical proposal  
Motivación en el aprendizaje de lenguas extranjeras. Gamificación, Entornos  
Personales de Aprendizaje y educación superior. Diseño de una propuesta  
pedagógica  
Abstract  
The article “Motivation in Foreign Language Learning: Gamification, Personal Learning  
Environments and Higher Education” presents an innovative pedagogical proposal  
integrating gamification and Personal Learning Environments (PLEs) to improve  
students' motivation and academic performance in higher education. The paper details  
how gamification, by incorporating elements and techniques of video games in the  
educational environment, encourages active participation and increases student  
motivation. In parallel, PLEs allow students to personalize their educational process,  
adapting it to their interests and capabilities, which promotes autonomy and  
responsibility. The proposal is structured in several stages, from skills diagnosis to  
implementing and evaluating the pedagogical strategy, using practical tools such as the  
gamification platform Gimkit and motivation surveys such as “The Instructional Materials  
Motivation Survey” (IMMS). The expected results include increased motivation,  
academic performance, and the development of self-directed and personal learning  
management skills. This practical approach ensures that the proposed strategy can be  
easily implemented and its effectiveness can be measured. This approach seeks to  
respond to the need for innovation in teaching methods and aligns with the demands of  
an increasingly digitized and student-centered educational environment. Combining  
gamification and PLEs is a powerful strategy to enhance the learning process, making it  
more engaging, interactive, and tailored to each learner's needs.  
Key words: motivation, Foreign language learning, Gamification, Personal Learning  
Environments (PLEs), Higher Education.  
Resumen  
El artículo presenta una propuesta pedagógica innovadora que integra la gamificación y  
los Entornos Personales de Aprendizaje (EPAs) para mejorar la motivación y el  
rendimiento académico de los estudiantes en la educación superior. El documento  
detalla cómo la gamificación, al incorporar elementos y técnicas de los videojuegos en  
el ámbito educativo, fomenta una participación activa y aumenta la motivación de los  
estudiantes. Paralelamente, los EPAs permiten a los estudiantes personalizar su  
1
Máster en Educación. Licenciado en Educación Básica, Humanidades e inglés. Especialización en Gerencia y  
Proyección Social de la Educación. Doctorando en Educación. Docente en la Universidad Antonio Nariño-Bogotá,  
Colombia.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
proceso educativo, adaptándolo a sus intereses y capacidades, lo que promueve la  
autonomía y la responsabilidad. La propuesta se estructura en varias etapas, desde el  
diagnóstico de habilidades hasta la implementación y evaluación de la estrategia  
pedagógica, utilizando herramientas como la plataforma de gamificación Gimkit y  
encuestas de motivación como "The Instructional Materials Motivation Survey" (IMMS).  
Los resultados esperados incluyen un aumento en la motivación y el rendimiento  
académico, así como el desarrollo de habilidades autodirigidas y de gestión personal  
del aprendizaje. Este enfoque no solo busca responder a la necesidad de innovación en  
los métodos de enseñanza, sino que también se alinea con las demandas de un  
entorno educativo cada vez más digitalizado y centrado en el estudiante. La  
combinación de gamificación y EPAs se presenta como una estrategia poderosa para  
mejorar el proceso de aprendizaje, haciendo que sea más atractivo, interactivo y  
adaptado a las necesidades individuales de cada estudiante.  
Palabras clave: motivación, aprendizaje de lenguas extranjeras, gamificación, entornos  
personales de aprendizaje (PLE), educación superior.  
Introduction  
This paper aims to provide a thorough and comprehensive description of the impact of  
gamification and Personal Learning Environments (PLEs) on students' motivation,  
performance, and overall development. It underscores the need to establish a  
pedagogical design that is deeply student-centric, significantly increasing academic  
performance and fostering motivation, interest, and educational commitment. By  
emphasizing the student-centric nature of this design, we highlight the importance of  
putting students at the center of education, an essential aspect of their success and  
development.  
Gamification is an innovative and effective method that combines video game aspects  
and techniques in the educational environment. It promotes student active participation  
and creates a highly motivating, interactive, and enriching learning environment (Trejo-  
González, 2020).  
Implementing these gamified components promotes renewed interest and dedication in  
students, stimulating their creativity, analytical thinking, problemsolving, and  
collaboration (Orellana et al., 2024).  
In parallel, PLEs offer students a unique and invaluable opportunity to personalize and  
adjust their educational process to their interests, capabilities, and individual learning  
methodologies. This empowers them, encouraging their independence, responsibility,  
and self-knowledge, enabling the acquisition of self-management and self-regulation  
skills crucial for their personal and academic development. By stressing the significant  
benefits of these methods on students' personal and academic development, we  
underline the importance of implementing them in educational practices.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
PLEs also optimize the management of resources, tools, and educational content,  
facilitating access to various information sources and forming learning and collaboration  
networks between students and teachers (Pallares Contreras, 2022).  
The strategic and harmonious conjunction of gamification and PLEs emerges as a  
transformative and promising resource, igniting students' interest, motivation, and  
involvement in their academic progress. These learner-centered and cutting-edge  
methodologies offer a dynamic and seductive approach that amplifies students' active  
learning, autonomy, creation, and success, equipping them with the tools to confidently  
tackle the challenges of the contemporary and upcoming world and excel academically.  
Immersed in contemporary education, this proposal focuses on the critical relevance of  
student motivation and performance. A decrease in students' stimulation has been  
observed, negatively impacting their dedication and commitment to training. Several  
analyses have shown reduced student interest, which is reflected in lower participation  
in educational activities and poor performance (Cortés Barré, 2015). This trend  
generates concern since motivation is essential for active learning and achieving  
educational goals. Lack of motivation affects the quality of the educational process and  
can lead students to a cycle of frustration and distrust in their abilities, worsening the  
problem (Cortés Barré, 2015).  
Therefore, it becomes urgent to implement innovative methods that encourage student  
participation and interest. Gamification and PLEs are presented as cutting-edge  
approaches capable of changing this dynamic. Through gamification, the aim is to take  
advantage of the ludic aspects to increase the motivation and participation of students in  
their training process. On the other hand, PLEs allow students to personalize the  
educational process according to their demands and interests, thus stimulating their  
independence and responsibility. Combining these two streams in a pedagogical  
approach aims to enrich the student's learning experience and promote more successful  
academic performance.  
The goals of the didactic proposal are focused on two key elements: to amplify the  
students' motivation and to enhance their academic performance. With this purpose, we  
contemplate elaborating a design that harmoniously integrates the elements of  
gamification and PLEs effectively. Regarding motivation, the aim is to generate a more  
involved and active educational atmosphere where students are involved and committed  
to their education. Regarding academic performance, the proposal is expected to  
encourage students to acquire skills and knowledge more efficiently and fine-tune  
evaluation and feedback strategies. In summary, the proposal aims to boost students'  
motivation and academic performance through gamification and PLEs.  
This pedagogical proposal's theoretical foundations are based on combining two key  
concepts: gamification in education and Personal Learning Environments (PLEs). Both  
theories aim to improve students' motivation and academic performance. Gamification in  
education refers to applying game elements and techniques in educational contexts to  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
promote participation, motivation, and meaningful learning (Blanco-Arana & Salazar-  
Picó..., 2020). On the other hand, PLEs are personalized learning environments in which  
students are responsible for their learning process, selecting and managing the  
resources and tools that best suit their needs (Rué, 2020). Combining these two theories  
can further enhance individuals' motivation and academic performance.  
Gamification in education is a pedagogical strategy that applies game elements and  
techniques in the educational context. By incorporating elements such as rewards,  
challenges, levels, and competition in teaching, it seeks to encourage active  
participation, motivation, and meaningful learning of students. Gamification has emerged  
as an innovative teaching strategy that enhances foreign language learning by  
increasing students' motivation levels. This methodology integrates game elements into  
educational contexts, increasing student participation and engagement. As a crucial  
component in the learning process, gamification significantly influences motivation, as  
this strategy promotes a more interactive and engaging learning environment. Recent  
studies have shown that gamification not only improves learners' intrinsic motivation  
towards learning a new language but also facilitates the acquisition of language skills in  
a more effective and lasting way (Pérez Giraldo, 2019).  
In addition, gamification promotes the development of cognitive and socioemotional  
skills, such as critical thinking, problem-solving, and teamwork. The interaction  
generated through playful activities and gamified challenges contributes to a more  
dynamic and stimulating learning environment, where students feel more motivated to  
explore and learn about the new language and culture. By offering rewards and  
recognition for effort and achievement, gamification positively reinforces the learning  
process, resulting in greater language knowledge and skills retention. Evidence  
suggests that this methodology improves students' motivation and enriches their  
educational experience, making it more meaningful and rewarding (Molina-García &  
Gentry-Jones, 2021).  
Gamification can be adapted to teaching any area of knowledge if technological  
resources allow virtual interaction. Its use in the classroom also requires the ideal  
articulation of the objectives and contents of the program to be taught, with the  
satisfaction of the student's needs, motivations, and tastes (Latorre Méndez and Marín  
Juanías, 2024).  
Regarding Personal Learning Environments, it is critical to understand the importance of  
PLEs in education. Personal Learning Environments (PLEs) are personalized  
environments in which students have the freedom and responsibility to manage their  
learning process. These environments are based on the idea that each individual is  
unique and has different needs and abilities. Learners can select and manage the  
resources and tools that best suit their learning preferences and goals. PLEs encourage  
self-learning, collaborative work, and autonomy, allowing students to learn more  
personally and meaningfully. By integrating PLEs into the pedagogical proposal, we  
seek to empower students and allow them to develop self-learning and information  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
management skills. By allowing students to manage their learning, PLEs (Personal  
Learning Environments) contribute significantly to strengthening communicative skills, as  
students can focus on specific areas of interest or difficulty, practice at their own pace,  
and use authentic resources that are more engaging and relevant to them (Marín &  
Cabero-Almenara, 2019).  
In addition, PLEs positively impact students' motivation levels when learning foreign  
languages. By providing a more flexible learning environment tailored to their  
preferences, PLEs empower learners to make strategic decisions about their education,  
which increases their intrinsic motivation and engagement in learning. The ability to  
connect with native speakers and participate in online learning communities can also  
increase extrinsic motivation as learners see practical, realworld applications of their  
language skills. The autonomy and personalization offered by PLEs are therefore critical  
to maintaining motivation over time and for students to become self-directed, competent  
learners of a new language (Dabbagh & Kitsantas, 2012).  
Examining the relationship between gamification in education and Personal Learning  
Environments (PLEs) is essential, as both aim to motivate students and enhance  
academic performance. Gamification can be integrated into PLEs. taking advantage of  
their flexibility and adaptability to enhance student motivation and engagement further.  
Gamification elements and techniques, such as incorporating rewards, challenges, and  
competitions, can be customized into PLEs, providing students with a more engaging  
and interactive learning experience. The relationship between gamification and PLEs  
creates a learning environment that promotes active participation, autonomy, and the  
development of critical skills in the 21st century.  
The relationship between gamification and Personal Learning Environments (PLE) in the  
learning process is synergistic and enhances student personalization and engagement  
with their education. By incorporating game elements into learning, gamification  
increases student motivation and engagement, while PLEs provide a personalized  
framework that allows students to manage and direct their learning. Integrating  
gamification into PLEs can enrich the learning experience, making it more engaging,  
interactive, and tailored to the individual needs of each learner. This combination  
promotes greater learner engagement and motivation and facilitates the development of  
self-directed skills and the ability to learn effectively in a personalized environment.  
Therefore, gamification within PLEs is presented as a powerful strategy to enhance the  
learning process by combining the benefits of learning personalization with the  
motivational and engagement aspects provided by the playful elements (Dabbagh &  
Kitsantas, 2012; Marín & Cabero-Almenara, 2019).  
Methodology and procedures  
The disseminated findings originate from scientific research methodologies involving  
documentary review, analysis and synthesis of information, and diagnostic observation  
to model the suggested strategy. During the formulation of the pedagogical proposal,  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
gamification tools were meticulously chosen for the educational process. These tools  
included games, rewards, challenges, and tournaments to stimulate student  
engagement. PLEs were integrated into the initiative, providing learners with digital  
resources for autonomous and adapted learning. Consequently, these learning tools are  
intended to increase motivation and academic performance through strategies for  
overcoming objectives, collaboration, and uninterrupted feedback. The evaluation of the  
results is carried out with an implementation scheme that evaluates the impact on the  
motivation and academic results of the students.  
Results  
The design of this pedagogical initiative aims to forge an avant-garde and stimulating  
educational space by incorporating gamification and PLEs as central axes to increase  
students' motivation and academic performance. Activities and didactic tools that  
embrace gamified dynamics, such as competition, collaboration, and goal achievement,  
are formulated. Likewise, implementing PLEs is encouraged, promoting self-  
management and personal adaptation of learning. This will enable learners to  
consolidate skills and knowledge more transcendently and effectively (Garzón &  
Romero, 2021).  
The pedagogical proposal, based on gamification and Personal Learning Environments  
(PLEs), aims to have a decisive impact on the motivational aspects and academic  
performance of Brazilian students in the Spanish as a foreign language course. The  
initiative has been strategically structured in stages reflecting technological awareness's  
evolution in training. It considers significant contributions from doctoral research in  
pedagogical sciences, emphasizing Intriago (2016) and Avila (2021) and adapting them  
to the pedagogy in question. The stages facilitate the transition from diagnosis,  
awareness, and training through the planning and execution of actions to the evaluation  
and improvement of the strategy, contributing to the promotion of technological  
awareness and management of digital tools in the training process (Vergara Novoa &  
Latorre Mendez, 2022). The corresponding stages are detailed below:  
Stage 1:  
The first phase of the pedagogical proposal, called "DIAGNOSTIC INPUT  
KNOWLEDGE," focuses on evaluating students' comprehension (listening and reading  
comprehension) and production (oral and written production) skills. A written and oral  
diagnostic test will be administered to evaluate these skills in this phase.  
Comprehensive skills will be diagnosed through the Gimkit gamification platform, and  
students will have to overcome various learning challenges to advance in the  
presentation of the diagnostic test.  
This gamification approach allows students to interact dynamically and challenge  
themselves with the content, which facilitates the evaluation of their comprehension  
skills in a more engaging and motivating way. Additionally, a written progress test will be  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
implemented to determine the proficiency level of the students and an oral test to  
determine the students' listening comprehension and oral production levels.  
Objective: Design and implement a comprehensive diagnostic assessment plan to  
determine students' comprehension and production skills levels.  
This objective focuses on using a combination of assessment strategies, including the  
Gimkit gamification platform written and oral tests, to obtain a comprehensive diagnosis  
of students' strengths and weaknesses in the following areas:  
Listening comprehension  
Reading comprehension  
Oral production  
Written production  
Some key actions to achieve this objective could include:  
1. Design and structure written and oral diagnostic tests, ensuring they  
comprehensively assess students' comprehension and production skills.  
2. Implement the Gimkit gamification platform for evaluating comprehensive skills,  
taking advantage of its interactivity and challenging approach.  
3. Establish clear and objective evaluation criteria to determine students'  
performance levels in each skill.  
4. Analyze the results obtained in the different evaluations, identifying patterns,  
strengths, and areas of opportunity at an individual and group level.  
5. Classify students according to their performance levels in order to be able to  
design and implement personalized intervention strategies in the next phase.  
6. Document and systematize the diagnostic evaluation process, including the  
instruments used, the results obtained, and lessons learned.  
This objective will allow us to obtain a comprehensive diagnosis of the student's skills,  
which will be fundamental to designing and implementing an effective intervention plan  
in the next phase of the pedagogical proposal.  
Stage 2:  
The second phase of this pedagogical proposal focuses directly on the training of the  
platform for the management of Personal Learning Environments, Interaction in the  
Learning Community, and gamification methodology in the training sessions in which the  
following elements should be taken into account:  
Objective: Design and implement a comprehensive training program on effectively using  
Personal Learning Environments, Learning Community Interaction, and gamification  
methodology.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
This objective focuses on preparing students to successfully implement the strategies  
and tools used in the pedagogical proposal to enhance the teachinglearning process.  
Some key actions to achieve this objective could include:  
1. Define the profile of the participants (teachers and students) and their training  
needs, considering their interests, tastes, and expectations.  
2. Establish the expected behaviors of participants during and after the training,  
identifying areas for improvement.  
3. Design the training's components, mechanics, and dynamics, incorporating  
gamification elements that encourage active participation and meaningful  
learning.  
4. Implement the training program, providing participants with the tools, resources,  
and support to effectively manage Personal Learning Environments, Learning  
Community Interactions, and gamification methodology.  
5. Establish management and follow-up mechanisms to monitor participants'  
progress, identify potential risks, and make timely adjustments.  
6. Ensure the training's aesthetics and visual identity are attractive, motivating, and  
aligned with the pedagogical proposal.  
7. Evaluate the training's impact on developing participants' competencies and  
document lessons learned to improve future iterations.  
This objective will prepare teachers and students to effectively implement the key  
strategies and tools of the pedagogical proposal, laying the groundwork for the success  
of the following phases.  
Stage 3:  
Implementation of the pedagogical proposal: Teaching Spanish as a foreign language  
(SFL) constantly challenges keeping students motivated and engaged in their learning.  
In this context, gamification and Personal Learning Environments (PLEs) emerge as  
innovative strategies that can transform the educational experience, making learning  
more interactive, personalized, and motivating. The following is a pedagogical proposal  
that integrates these elements and is structured in crucial moments for the development  
of each class session.  
Previous Context  
Before each session, students will explore authentic materials related to the topic to be  
covered. This includes news, articles, and videos from internet sources in Spanish,  
selected by the teacher and the students through their PLEs. This activity aims to  
familiarize students with the cultural and linguistic context of the session's topic,  
fostering their curiosity and preparing them for active learning. The use of authentic  
materials and audiovisual resources is critical to the development of comprehension and  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
productive skills. Videos and television series from Spanishspeaking countries are  
suggested to expose students to everyday conversational situations. In addition,  
platforms such as Gimkit review learning related to the generative topics developed  
constantly.  
Classroom Dynamics  
The session will begin with a brief introduction to the topic, followed by an explanation of  
the classroom dynamics, which will be based on Werbach's DMC (Dynamics,  
Mechanics, Components) model, adapted to Spanish as a Foreign Language (SFL)  
teaching. The learning objectives will be presented and explained, along with how  
gamification will facilitate the achievement of these objectives through challenges,  
points, medals, and leaderboards.  
Communicative Situation  
Audiovisual resources, such as videos and television series in Spanish, will be used to  
present real communicative situations. Students will actively participate by answering  
questions and performing comprehension and oral production exercises based on the  
videos. This activity seeks to develop communication skills in authentic contexts.  
Training  
The training should include the participation of guests (e.g., course alums or native  
speakers) who share experiences and applicability of what they have learned. This  
allows students to interact and receive recognition for their participation.  
Group and Individual Learning Evidence  
After the training, group and individual activities will be carried out on the gamification  
platform to evaluate learning. These activities will serve as evidence of the knowledge  
and skills acquired by the students.  
Group and Individual Learning Feedback  
Immediate feedback will be provided after evidence of learning activities, highlighting  
achievements and areas for improvement. Using data collected through the gamification  
platform, feedback will be customized to each student and group's performance.  
Practice and Application of Learning  
Finally, students will apply what they have learned by interacting with native Spanish  
speakers through learning communities in different social networks. This activity will  
allow students to practice Spanish in genuine contexts and receive authentic feedback  
from native speakers.  
This pedagogical design seeks to improve students' language skills and increase their  
motivation and engagement through gamification and using PLEs effectively. It creates a  
dynamic and contextualized learning experience that prepares students to use Spanish  
in the real world.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
Source: Own elaboration.  
Stage 4:  
The purpose of this study is to evaluate the impact of the pedagogical proposal on  
student motivation by applying the Instructional Materials Motivation Survey (IMMS).  
This objective focuses on measuring and analyzing student motivation toward the  
materials and strategies implemented in the pedagogical proposal to identify  
improvement areas and ensure the teaching-learning process's effectiveness. Some key  
actions to achieve this objective could include:  
1. Apply the Instructional Materials Motivation Survey (IMMS) to the students  
participating in the pedagogical proposal.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
2. Analyze the results of the IMMS survey, identifying students' motivation levels in  
the following dimensions:  
Attention  
Relevance  
Trust  
Satisfaction  
3. Compare the IMMS survey results with the data obtained in the previous phases  
of the pedagogical proposal, such as the diagnosis of knowledge and the  
evaluation of learning.  
4. Identify patterns, trends, and specific areas of strength and weakness regarding  
student motivation.  
5. Design and implement improvement strategies to strengthen the aspects of the  
pedagogical proposal that positively impact student motivation.  
6. Monitor and evaluate the impact of improvement strategies on student motivation  
by periodically applying the IMMS survey.  
7. Document and systematize the results obtained, lessons learned, and  
recommendations for future iterations of the pedagogical proposal.  
This objective will allow us to obtain valuable information on student motivation, which is  
fundamental to guaranteeing the effectiveness and impact of the pedagogical proposal  
in the teaching-learning process.  
Stage 5  
Evaluate the impact of the pedagogical proposal on strengthening students'  
comprehension and production skills.  
This objective focuses on using a combination of assessment strategies, including the  
gamification platform Gimkit written and oral tests, to determine the level of development  
of the following skills of the students after the implementation of the pedagogical  
proposal:  
Listening comprehension  
Reading comprehension  
Oral production  
Written production  
Some key actions to achieve this objective could include:  
1. Design and structure exit diagnostic tests, both written and oral, to  
comprehensively assess students' comprehension and production skills.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
2. Implement the Gimkit gamification platform to evaluate comprehensive skills  
using this tool's interactivity and challenging approach.  
3. Establish clear and objective evaluation criteria that allow us to determine  
students' performance levels in each skill evaluated and compare them with the  
initial diagnosis results.  
4. Analyze the results obtained in the different evaluations, identifying patterns,  
progress, and areas of opportunity at the individual and group levels.  
5. Compare the exit diagnosis results with those of the initial diagnosis to determine  
the impact of the pedagogical proposal on strengthening the students' skills.  
6. Classify students according to their final performance levels to design and  
implement follow-up and accompaniment strategies.  
7. Document and systematize the entire exit diagnostic evaluation process,  
including the instruments used, results obtained, and lessons learned.  
This objective will allow a comprehensive evaluation of the impact of the pedagogical  
proposal on the development of students' comprehension and production skills, which  
will be fundamental to determining the success of the intervention and guide future  
iterations.  
In choosing gamification components, various alternatives applicable to the design of the  
pedagogical initiative will be explored in depth. The aim is to discern those elements that  
optimize student motivation and engagement in their educational process. Possible  
elements include adopting scoring systems, stratification by levels and awarding prizes,  
implementing competitive rankings, and launching challenges and missions.  
Components will be selected based on the pedagogical objectives and particularities of  
the students, intending to encourage their active participation and generate a stimulating  
and entertaining learning climate.  
Incorporating PLEs into the pedagogical approach is oriented toward providing students  
with a personalized and adaptive learning context. The use of digital technologies that  
empower students to build and direct their learning environments, customized to their  
preferences and requirements, will be encouraged. To this end, tools and resources will  
be offered to simplify information gathering, structuring, reflection, interaction, and  
communication with other learners and teachers. Implementing the PLEs will enable  
students to exercise greater control over their educational process and develop self-  
regulation, independence, information tracking, and management skills.  
Pedagogical strategies to motivate and improve school performance will focus on  
stimulating students' enthusiasm and commitment to learning. Various tactics will be  
employed, such as setting clear and achievable goals, providing constant and  
constructive feedback, and recognizing and celebrating individual and collective  
achievements (López Vega, 2022). Emphasis will be placed on creating a trusting and  
supportive environment, fostering self-confidence and self-esteem. Likewise, the  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
connection between the curricular contents and the reality lived by the students will be  
promoted, highlighting the relevance and applicability of the knowledge acquired. These  
strategies seek to generate a motivating climate conducive to developing students'  
academic potential (Torres et al., 2023).  
Discussion  
Integrating gamification and Personal Learning Environments (PLEs) in pedagogical  
design represents a promising strategy to address contemporary educational  
challenges, particularly in student motivation and academic performance. This approach  
responds to the need for innovation in teaching methods and aligns with the demands of  
an increasingly digitized and learnercentered educational environment.  
Impact of Gamification on Motivation and Academic Achievement  
By incorporating playful elements in the educational process, gamification has proven  
effective in increasing student motivation and engagement. According to a recent study,  
gamification significantly improves academic performance, evidencing a positive  
correlation between these ludic elements and improved grades and knowledge retention  
López López, Félix González, Castro Sánchez, Álvarez Rosas & Lizárraga Chávez  
(2023). In addition, a meta-analysis has confirmed that gamification in university  
contexts increases motivation in approximately 85% of the cases studied, with a positive  
impact also on academic performance in about 76% of the studies analyzed Robles-  
Ortega (2022).  
Contributions of Personal Learning Environments (PLEs)  
On the other hand, PLEs offer a personalization of the learning process that allows  
students to manage and direct their education. This personalization fosters autonomy  
and enhances intrinsic and extrinsic motivation by allowing students to focus on areas of  
personal interest and practice at their own pace (Dabbagh & Kitsantas, 2012). In  
addition, PLEs promote the development of self-management and self-regulation skills,  
which are fundamental for lifelong learning (Marín & Cabero-Almenara, 2019).  
The synergy between Gamification and PLEs  
The combination of gamification and PLEs offers a robust pedagogical approach that  
can transform the educational experience, making it more engaging, interactive, and  
tailored to each student's needs. This synergy promotes greater student engagement  
and motivation and facilitates the development of selfdirected skills and the ability to  
learn effectively in a personalized environment (Marín-Díaz & Cabero-Almenara, 2019).  
Challenges and Future Considerations  
Despite the apparent benefits, implementing gamification and PLEs is challenging. It is  
crucial to ensure that gamification does not divert attention away from learning  
objectives and that PLEs do not overload learners with too many options, which could  
lead to paralysis by analysis. In addition, the effectiveness of these strategies must be  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
Número: 3  
Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
continually evaluated through empirical research that measures both academic and  
student psychological and social outcomes.  
In addition, implementing this pedagogical proposal goes beyond merely applying  
technological tools. It focuses on students' integral development, fostering critical  
thinking, problem-solving, and collaborative work skills. This more effectively prepares  
them to face the challenges of the contemporary world.  
Conclusions  
The pedagogical proposal presented in this article, based on gamification and PLEs,  
represents an innovative and promising approach to improving students' motivation and  
academic performance. Its careful and systematic implementation, as detailed in the  
different stages, can make a difference in the quality and impact of the teaching-learning  
process. Future research should delve into longitudinal evaluation of the results of this  
initiative in order to further refine the strategies and maximize their effectiveness.  
Similarly, focus on exploring effective strategies for large-scale implementation of these  
approaches and evaluating their long-term impact in diverse educational contexts.  
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Motivation in foreign language learning. Gamification, Personal Learning Environments and higher  
education. Design of a pedagogical proposal  
Dany Andrey Latorre Méndez  
Volumen: 16  
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Año: 2024  
Recepción: 07/04/2024  
Aprobado: 30/06/2024  
Artículo original  
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Conflicto de intereses: Los autores declaran no tener conflictos de intereses.  
Contribución de los autores: Los autores participaron en la búsqueda y análisis de la información para el artículo, así  
como en su diseño y redacción.  
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