Competitive gamification and affective filter: university students' perceptions of learning English as a foreign language

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DOI:

https://doi.org/10.59169/pentaciencias.v8i1.1730

Keywords:

gamification; EFL; student perception; digital competitive games; motivation; higher education

Abstract

This study explores the impact of digital competitive games on the perception and motivation of university students in the English as a Foreign Language (EFL) classroom. Using a quantitative descriptive approach, a survey was administered to 147 students at the State University of Southern Manabí (UNESUM). The methodology included a preliminary pilot phase consisting of four sessions using competition-type platforms; in this case, Educaplay and Blooke were used, during which participant observation revealed high levels of engagement and a significant reduction in performance anxiety. Results indicate a highly positive perception (M=4.52), with "Active Participation" (M=4.65) being the highest-rated dimension. It is concluded that the competitive nature and interactive versatility of this type of application or platform effectively lower the affective filter, fostering a more effective learning environment in higher education. This study is part of the research project " Fortalecimiento del nivel didáctico-pedagógico de los docentes en las instituciones educativas del cantón Jipijapa” and contributes to the University-Community Linkage project “Tareas dirigidas y apoyo psicopedagógico para fortalecer el aprendizaje de los alumnos en la Educación Básica Pública de Jipijapa, Fase III – 2025”.

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Published

2026-02-04

How to Cite

Rincón Zambrano , R. A. ., Molineros Ronquillo , J. del R. ., Fienco Parrales , G. A. ., & Nieto Gómez , R. Y. . (2026). Competitive gamification and affective filter: university students’ perceptions of learning English as a foreign language . Revista Científica Arbitrada Multidisciplinaria PENTACIENCIAS - ISSN 2806-5794., 8(1), 114–123. https://doi.org/10.59169/pentaciencias.v8i1.1730

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