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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