Revista de Investigación en Ciencias de la Educación
Vol. 4, No 8, julio - diciembre 2026, 33-48
ISSN: 3073-1461
https://revistasfiecyt.com/index.php/riced
33
Innovated teaching with gamification to enhance students’ reading
comprehension
Enseñanza innovadora con gamificación para mejorar la comprensión lectora
de los alumnos
1
Maritza Elizabeth Jiménez Aguilar
2
Maritza Jacqueline Villacis Lizano
1
Autor de correspondencia:
mjimenez52@indoamerica.edu.ec
1
Universidad Tecnológica Indoamérica.
Ecuador.
mjimenez52@indoamerica.edu.ec
https://orcid.org/0009-0000-7594-918X
2
Universidad Tecnológica Indoamérica.
Ecuador.
maritzavillacis@uti.edu.ec
https://orcid.org/0000-0001-5935-707X
Datos del artículo:
Recibido: marzo 19, 2026
Aceptado: abril 17, 2026
Publicación: julio 08, 2026
Keywords:
Gamification, reading
comprehension, efl, ict, motivation,
public education.
Palabras clave:
gamificación, comprensión lectora,
efl, tic, motivación,
educación pública.
DOI:
https://doi.org/10.53877/3pj6rf87
Este artículo está bajo la licencia
Abstract
This study examines the impact of gamification on English reading
comprehension among A2-level students in an Ecuadorian public
school. Using a qualitative action research design, 33 students
participated in the intervention. A diagnostic test revealed
predominantly basic and limited reading skills, particularly in
inference and implicit interpretation. Gamified strategies were
implemented through digital platforms such as Kahoot and Wordwall,
incorporating points, levels, challenges, and immediate feedback. Data
were collected through a diagnostic test, a reflective teacher journal,
and a focus group, allowing methodological triangulation. Findings
indicate increased motivation, classroom participation, and interaction,
as well as improvements in identifying main ideas and specific details.
Gamification also reduced anxiety associated with reading tasks. The
study concludes that gamification is an effective pedagogical strategy
for enhancing reading comprehension in EFL contexts by fostering
meaningful, engaging, and student-centered learning experiences.
Resumen
El presente estudio analiza el impacto de la gamificación en el
desarrollo de la comprensión lectora en inglés en estudiantes de nivel
A2 de una institución pública ecuatoriana. A partir de un enfoque
cualitativo bajo el método de investigación-acción, se trabajó con una
muestra no probabilística de 33 estudiantes. Inicialmente, se aplicó una
prueba diagnóstica que evidenció niveles predominantemente básicos
y limitados de comprensión lectora, especialmente en habilidades de
inferencia e interpretación implícita. Posteriormente, se
implementaron estrategias gamificadas mediante plataformas digitales
como Kahoot y Wordwall, integrando elementos como puntos, niveles,
desafíos y retroalimentación inmediata. La recolección de datos se
realizó a través de tres instrumentos: prueba diagnóstica, diario
reflexivo docente y grupo focal, permitiendo la triangulación
metodológica. Los resultados evidenciaron un incremento significativo
en la motivación, participación e interacción en clase, así como mejoras
en la identificación de ideas principales y detalles específicos. Además,
se observó una reducción de la ansiedad frente a tareas de lectura en
lengua extranjera. Se concluye que la gamificación constituye una
estrategia pedagógica efectiva para fortalecer la comprensión lectora
Maritza Jiménez / Maritza Villacis
RICEd: Revista de Investigación en Ciencias de la Educación, Vol. 4, No 8, julio - diciembre 2026, 33-48 34
en contextos EFL, promoviendo un aprendizaje más dinámico,
significativo y centrado en el estudiante.
Forma sugerida de citar (APA):
Jiménez Aguila r, M. E. y Villacis Liza no, M. J. (2026). Innovated teaching with gamification to enhance
students’ reading comprehension. RICEd: Revista de Investigación en Ciencias de la Educación. 4(8), 33-48.
https://doi.org/10.53877/3pj6rf87
INTRODUCTION
English has consolidated its position as the most widely used language for international
communication, academic Exchange, scientific production, and Access to global knowledge.
In the contemporary world, English proficiency is no longer perceived as an option or
complement, but rather as a fundamental competence that directly influences educational
equity, academic achievement, and future professional opportunities. According to global
estimates, more than 1.5 billion people worldwide use English as a first, second, or foreign
language, with the majority of speakers belonging to non-native contexts (Crystal, 2019). This
reality places an important pressure on educational systems, especially in developing
countries, to ensure that English language instruction is effective, inclusive, and responsive to
the demands of the twenty-first century.
Within this global context, English as a Foreign Language (EFL) education has
undergone significant transformations, driven primarily by technological advances, changes
in learners’ cognitive profiles, and evolving pedagogical paradigms. Traditional approaches
based on memorization, repetitive drills, and teacher-centered instruction have been
insufficient to meet the learning needs of contemporary students. Today’s learners are
immersed in digital environments characterized by interaction, multimodal content, and
immediate feedback, which shape their expectations and engagement with learning processes.
In consequence, teachers are challenged to adopt innovative strategies that not only facilitate
language acquisition but also foster motivation, autonomy, and meaningful learning.
Among the four core language skills, reading comprehension occupies a crucial role
in academic success and lifelong learning. Reading is useful as a Gateway to knowledge across
disciplines, enabling learners to access information, interpret meaning, and develop critical
thinking skills. In EFL contexts, reading comprehension usually represents one of the most
challenging competencies for students, especially at lower intermediate levels such as A,
according to the Common European Framework of Reference for Languages (CEFR). At this
stage, learners are expected to understand short, simple texts linked to a familiar topic,
identify specific information, and understand the main ideas of written materials. However,
empirical evidence consistently indicates that a lot of A2-level learners struggle to meet the
expectations, especially in public education systems where resources, training, and
instructional innovation may be limited.
The importance of addressing reading comprehension difficulties in EFL classroom is
widely recognized in international educational research. Reading comprehension is not a
passive process of decoding words; rather, it involves a set of complex cognitive operations
such as activating prior knowledge, making inferences, monitoring understanding, and
constructing meaning from text (Laličić & Dubravac, 2021). When students fail to develop
these skills adequately, their overall language proficiency and academic performance are
adversely affected. Furthermore, poor reading comprehension can lead to frustration, low
self-esteem, and lack of motivation to engage with English learning tasks, thereby creating a
negative cycle that further hinders progress.
Innovated teaching with gamification to enhance students’ reading comprehension
© Fundación Internacional para Educación la Ciencia y la Tecnología, “FIECYT” 35
During the last years, the integration of Information and Communication Technologies (ICT)
into education has been promoted as a means of enhance teaching and learning processes
across disciplines, including EFL instruction. Digital tools offer opportunities to create
interactive, learner-centered environments that can address diverse learning styles and
promote active engagement. However, technology alone does not guarantee significant
learning outcomes. The effectiveness of ICT integration depends largely on the pedagogical
strategies employed and the extent to which technological resources are aligned with clear
instructional objectives. As a result, educational researchers and teachers have increasingly
turned their attention to methodologies that combine technological affordances with sound
pedagogical principles.
One of these methodologies is gamification, which is defined as the application of
game elements and mechanics in non-game contexts with the purpose of enhancing user
engagement, motivation and performance (Chan & Lo, 2024). In educational setting,
gamification involves incorporating elements such as points, badges, levels, challenges,
immediate feedback into learning activities. These elements are designed to stimulate
learners’ intrinsic and extrinsic motivation, promote sustained attention, and transform
routine task into more engaging experiences. Unlike game-based learning, which typically
involves the use of complete educational games, gamification focuses on integrating specific
game dynamics into existing instructional frameworks. The relevance of gamification in
education has grown substantially over the past decade, in response to the learning
preferences of digital-native students. Research indicates that gamified learning environments
can increase student motivation, participation, and persistence, while also supporting the
development of cognitive and metacognitive skills. In EFL contexts, gamification has been
associated with improvements in vocabulary acquisition, grammar practice, and oral
participation. Nevertheless, despite the literature on gamification in language learning, its
specific impact on reading comprehension remains underexplored in countries like Ecuador.
The Ecuadorian educational context presents a compelling case for investigating
innovative strategies such as gamification in EFL instruction. English is a mandatory subject
in schools, and national educational policies emphasize the importance of developing
communicative competence aligned with international standards. Nevertheless, several
structural and pedagogical challenges continue to affect the quality of English language
education, especially in public institutions. Among these challenges are insufficient teacher
training in ICT integration, limited availability of technological resources, and a persistent
reliance on traditional, text-book centered teaching approaches.
Gamification emerges as a particularly relevant strategy for addressing both
motivational and cognitive challenges associated with English reading comprehension. By
integration game elements into reading activities, teachers can create learning environments
that are more engaging, interactive, and linked to students’ interests. Gamified platforms such
as Kahoot and Wordwall, which were implemented in the present study, offer opportunities
to design reading comprehension tasks that incorporate competition, collaboration, and
immediate feedback. These platforms allow students to interact with texts dynamically, test
their understanding in real time, and receive reinforcement for their efforts, thereby
enhancing both motivation and comprehension.
The relevance of this study is further reinforced by its alignment with the research line
of Educational Technology and Mediated Pedagogy. This line of research emphasizes the
strategic integration of technological tools to enhance teaching and learning processes
particularly in context where traditional methodologies have proven insufficient. By
examining gamification as strategy for developing English reading comprehension, the
Maritza Jiménez / Maritza Villacis
RICEd: Revista de Investigación en Ciencias de la Educación, Vol. 4, No 8, julio - diciembre 2026, 33-48 36
present research contributes to a growing body of knowledge that seeks to understand how
technology-mediated pedagogies can address persistent educational challenges.
Ultimately, technology should be regarded as a valuable ally in enhancing educational
processes, particularly in the development of English reading comprehension. This is due to
students’ natural inclination toward technological activities and educational games within the
classroom setting. Consequently, the use of gamification can significantly reinforce the
learning process by promoting greater engagement and supporting the retention of
grammatical structures essential for effective communication.
Problem statement
At the global level, there is a growing emphasis on defining and implementing new
educational methodologies and standards aligned with the competencies that 21stcentury
learners are expected to acquire. Consequently, the training and preparation of all educational
stakeholders within the Educational Unit must be aligned with emerging technological
literacies to operate effectively in today’s globalized knowledge era. Nevertheless, innovative
methodologies such as gamification continue to face challenges, particularly when confronted
with traditional educational models that resist change and struggle to accept play as a
legitimate component of the learning process.
Technological gamification aligns with emerging educational standards and fosters
student progress (Christopoulos & Mystakidis, 2023). However, the Ecuadorian public
education system faces several limitations and challenges, including insufficient knowledge
and the absence of public policies aimed at training both teachers and students in the effective
use of ICT tools. This situation has become a widespread issue that hinders the full integration
of technology into the teaching-learning process (Chan & Lo, 2024).
There are several factors contributing to the resistance toward the implementation of
technological gamification as a methodology for developing English reading comprehension
skills. Among the most significant is the inadequate application of reading comprehension
strategies by teachers, who often rely excessively on decoding text without fostering a deeper
connection to meaning (Christopoulos & Mystakidis, 2023). Additionally, many educators fail
to activate students’ prior knowledge or encourage reflection on the content read, which
hinders the development of creativity and critical thinking. On the learners’ side, there is a
notable lack of motivation toward reading activities, often stemming from disinterest in the
topics, difficulties with concentration, or the perception that reading is a tedious or
unproductive task (Cheng et al., 2025).
These issues frequently result in monotonous classes delivered in traditional,
uninspiring learning environments. Based on the experience of a teacher working with A2-
level classrooms and within the public education system more broadly, it is evident that there
is a significant shortage of technological resources, such as internet connectivity, digital
devices, and adequate training, which negatively impacts the quality of education and
contributes to a growing digital divide among students. The implementation of technological
gamification at the A2 level students in a public institution enhances students' reading
comprehension, motivation, and engagement in English language learning, thereby
contributing to improved academic performance and the development of essential language
skills.
Innovated teaching with gamification to enhance students’ reading comprehension
© Fundación Internacional para Educación la Ciencia y la Tecnología, “FIECYT” 37
Theoretical Framework
Use of ICT in English Language Learning
In contemporary times, global educational demands are increasingly greater regarding the
incorporation of technologies to create more engaging, effective, and motivating learning
environments. Today’s students seek to apply innovative technological tools and generate
dynamic, interactive processes both inside and outside the classroom (Pérez Cascante &
Ramírez Ávila, 2022). For this reason, it is essential to update curricula, strengthen
pedagogical approaches, and continuously prepare teaching staff with relevant competencies.
Furthermore, educational institutions must recognize and address the evolving profile of
incoming students, which directly results from their immersion in a society characterized by
rapid and constant technological changes.
Information and Communication Technologies (ICTs) in English language learning
have significantly transformed how students engage with content and have facilitated the
development of essential language skills, such as reading comprehension. According to Chan
& Lo (2024), ICTs enhance motivation and interaction by providing multimodal environments
that integrate text, images, and audio, thereby stimulating diverse linguistic abilities in the
process of English learning. At present, a wide variety of digital platforms and multimedia
resources combining text, audio, video, exercises, and interactive games support independent
and personalized practice, which are fundamental components in the teaching and learning
of English as a foreign language.
In the EFL classroom, Information and Communication Technologies (ICTs) can be
employed to design interactive, engaging, and collaborative activities aimed at enhancing
reading comprehension through dynamic instructional strategies. For instance, teachers may
implement inference exercises, utilize online games to reinforce vocabulary, and incorporate
formative assessment tools such as automated quizzes. ICTs may also serve to present
interactive content, provide immediate feedback, personalize learning pathways, and
facilitate peer collaboration, among other advantages. In this manner, technology functions as
a valuable ally in fostering critical reading skills and promoting deep comprehension.
Motivation in the EFL Classroom
A decisive factor in student success is learning motivation, particularly in the context of
foreign language acquisition, as it directly influences learners’ effort, persistence, and
willingness to engage in educational activities. According to Maimaiti & Hew, (2025).
Motivation may be intrinsic, arising from personal interest and satisfaction in learning, or
extrinsic, stemming from external rewards such as grades, recognition, or incentives. Within
the English as a Foreign Language (EFL) classroom, understanding these forms of motivation
enables teachers to design pedagogical strategies that effectively foster student engagement
and active participation.
Motivated students can take on linguistic challenges, explore new forms of expression,
and maintain continuous learning. This creates an environment conducive to building
stronger, more sustainable, and transferable communicative skills across various contexts. For
this reason, in the English classroom, students must be encouraged through the design of
authentic, engaging, and interactive activities centered on their interests and real-life needs.
For example, collaborative projects, structured debates, creative role-plays, or relevant
language games can be implemented to promote active participation. The teacher’s role is that
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RICEd: Revista de Investigación en Ciencias de la Educación, Vol. 4, No 8, julio - diciembre 2026, 33-48 38
of a mediator who intentionally fosters motivation through meaningful, transformative, and
enriching learning experiences (Cajamarca et al., 2020).
Developing English Reading Comprehension
Developing English reading comprehension in EFL contexts entails not only the decoding of
words but also the active construction of meaning from written texts. In this regard, it
highlights that effective reading comprehension requires learners to activate prior schemata,
identify main ideas, and recognize specific details in order to critically interpret information
(Alvarez et al., 2026). Within the process of English language learning, this skill is cultivated
through structured activities that integrate both extensive and intensive reading, carefully
adapted to the linguistic level of the group (Laličić & Dubravac, 2021).
The consistent application of strategies such as skimming (global reading) and
scanning (focused reading) enables students to process information more efficiently (Pido &
Mubarokah, 2024), The significance of these strategies lies in their contribution to cognitive
development, as they require learners to connect new linguistic structures with their prior
knowledge of both language and the world. A fundamental aspect of developing reading
comprehension is sustained exposure to a wide range of text genres and formats that reflect
real-life contexts in which English is used (De Wilde et al., 2020; Tran & Miralpeix, 2024).
Consequently, teachers may select authentic and up-to-date materials, including gamified
resources, with the communicative purpose of fostering interest and motivation.
The development of reading strategies mediated by ICT and gamification should
enable students to plan the overall reading task, while also considering their own context,
motivation, and availability (Fahad Alzuhair & Mohammed Alkhuzaim, 2022). Moreover,
such strategies should support the monitoring, revision, and regulation of what has been read,
as well as appropriate decision-making in accordance with the intended objectives. Some
authors underscore that effective reading requires the use of strategies such as anticipation,
purpose-setting, and hypothesis testing, which must be explicitly taught at each stage: pre-
reading, during reading, and post-reading (Bungacho & Palacios, 2026). Consequently, it is
essential to design engaging learning environments in which students utilize virtual platforms
or digital games to interact with content, receive immediate feedback, and strengthen their
textual analysis skills.
Levels of Reading Proficiency in a Foreign Language
Levels of reading proficiency in a foreign language correspond to the cognitive and linguistic
skills that students progressively develop as they interact with written texts presented in
diverse formats and authentic contexts. Beginning levels emphasize word decoding and literal
comprehension, whereas intermediate levels promote inferences, synthesis, and organization
of ideas, ultimately progressing toward critical and reflective reading at more advanced levels
of language learning proficiency (Safitri & Melati, 2023).
These levels function as a guide for selecting the most appropriate tasks to strengthen
communicative competence and are particularly valuable in EFL classrooms, where
instruction seeks to balance linguistic accuracy with textual fluency. In terms of classroom
application, reading activities must be carefully designed to address students’ needs and
proficiency levels. Teachers may employ graded texts, visual diagrams, and collaborative
activities to reinforce both comprehension and written production, thereby enabling students
to progress from controlled tasks to more open and authentic activities (Yamasque Martínez
et al., 2024). In the case of reading, learners advance from short, adapted texts to longer and
Innovated teaching with gamification to enhance students’ reading comprehension
© Fundación Internacional para Educación la Ciencia y la Tecnología, “FIECYT” 39
more authentic materials, a progression that ensures increasingly meaningful and sustainable
learning.
The gamification resources offered by ICTs assist students in identifying both
strengths and areas for improvement in reading comprehension, thereby fostering greater
autonomy and reflective learning (Julita, 2023). They also enable teachers to adjust their
pedagogical practice to address the different stages of proficiency, achieving more strategic,
adaptive, and effective learning outcomes across diverse educational contexts and
communicative situations (Deterding et al., 2011).
Gamification in the EFL Classroom
Gamification refers to the incorporation of game elements into non-game contexts, such as
classrooms, to motivate, engage, and enhance learning processes. Advances in technology
have reshaped educational environments, making this strategy an effective pedagogical tool
for fostering student engagement, promoting persistence, and generating more meaningful
learning experiences. Gamification as the application of game dynamics, mechanics, and
aesthetics in educational contexts, with the explicit aim of transforming routine academic
tasks into more engaging, challenging, and rewarding activities that stimulate motivation and
sustained participation (Christopoulos & Mystakidis, 2023).
In the English as a Foreign Language (EFL) classroom, gamification allows students to
confront linguistic challenges within a safe and motivating environment, thereby fostering
greater confidence and autonomy. This perspective aligns with the notion that learning
through play facilitates the acquisition of communicative skills and supports long-term
knowledge retention. In this regard, gamification may be implemented in the EFL classroom
through digital platforms, group dynamics, and face-to-face activities that incorporate
rewards, points, badges, and progress levels (Cajamarca et al., 2020).
In line with the above, gamification can strongly engage students through its elements
of challenge and recognition, while also fostering extrinsic motivation through visible
rewards. Within this approach, the learner assumes the role of the central protagonist in the
educational process, consistent with contemporary student-centered methodologies (Julita,
2023). It is important to highlight, however, that the effective implementation of gamification
in the English classroom requires careful planning and adaptation to the specific needs and
characteristics of the group (Chan & Lo, 2024; Li et al., 2024).
Essential Steps for Designing an Effective Gamification Framework
Designing an effective gamification framework necessitates a well-structured plan and a
precise definition of learning objectives, as these serve to guide the selection of appropriate
platforms, mechanics, and dynamics. It is crucial to identify the specific competencies to be
developed and the outcomes expected from students, ensuring that gamification functions not
merely as a recreational component but as a means of achieving concrete pedagogical
objectives(Vásquez et al., 2025). In the context of English language learning, this process
involves determining whether the primary goal is to enhance reading comprehension, foster
oral production, or strengthen vocabulary acquisition (Maimaiti & Hew, 2025).
It is essential to understand the characteristics of the audience participating in
gamification by identifying their motivations and interests, thereby enabling the design to be
tailored to their specific needs. Furthermore, it is necessary to define the desired behaviors in
learners, taking into account their prior experience. Equally important is the establishment of
the game’s dynamics and elements, such as points, badges (virtual rewards), or progressive
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difficulty levels, ensuring that challenges remain both achievable and relevant. Emphasizes
that the integration of points, levels, badges, missions, and immediate feedback serves to
sustain attention and reinforce accomplishments, thereby enhancing both intrinsic and
extrinsic motivation(Christopoulos & Mystakidis, 2023).
Once all of these elements are integrated, gamification functions as an effective
pedagogical tool that extends beyond its playful component. Following the completion of the
gamified experience, continuous evaluation, feedback, and adjustments are necessary to
ensure its effectiveness. Monitoring how students interact with activities enables educators to
identify difficulties, adjust levels of complexity, and reinforce the elements that are most
motivating (Chan & Lo, 2024).
Gamification Strategy and Teaching English Reading Comprehension
The gamification educational strategy for reading comprehension employs elements of game
design to enhance student interest and engagement in the learning process. Its
implementation involves not only the introduction of games but also the integration of reward
dynamics, challenges, and problem-solving activities. These strategies, mediated by
gamification through ICTs, allow reading comprehension to be approached progressively
within engaging and meaningful scenarios, transforming texts into missions or challenges to
be accomplished. For instance, each reading task may represent a level to be unlocked, with
immediate feedback facilitating self-regulation of learning and potentially reducing the
anxiety commonly associated with acquiring a foreign language.
In English as a Foreign Language (EFL) classes, gamification can be adapted to support
processes that facilitate reading comprehension. This approach also requires the activation of
prior knowledge, the formulation of hypotheses, and the verification of information.
Understanding a text is not a passive activity, but rather involves the use of cognitive and
metacognitive strategies (Bungacho & Palacios, 2026). In this regard, gamification can
strengthen these strategies by transforming reading into an intellectual challenge, employing
resources such as clues, timers, and rewards to reinforce accurate comprehension (Guanotasig
Cando et al., 2025).
This strategy is particularly valuable in English as a Foreign Language (EFL) contexts,
where linguistic limitations may occasionally diminish student motivation. Through the
integration of game mechanics, educators can design more immersive learning experiences
that support meaning construction, enhance vocabulary acquisition, and promote the
development of inference skills in both engaging and effective ways. Gamified strategy must
be aligned with clearly defined learning outcomes, ensuring that the game dynamics do not
overshadow the instructional content (Rapp et al., 2019). The effectiveness of reading
comprehension development relies on thorough planning and its alignment with both the
learners’ needs and the curricular objectives.
MATERIALS AND METHODS
This study adopted a qualitative approach within an action research design, aimed at
understanding and improving English reading comprehension through the implementation
of gamification strategies supported by Information and Communication Technologies (ICT).
Action research is particularly suitable for educational contexts, as it integrates systematic
inquiry with pedagogical intervention, allowing the researcher to diagnose, act, and reflect in
iterative cycles (Hernández Sampieri et al., 2014). This approach enables not only the analysis
of learning processes but also the transformation of classroom practices.
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Research Design and Variables
The independent variable was the implementation of gamification strategies in reading
activities, operationalized through the integration of digital platforms such as Kahoot and
Wordwall, incorporating elements including points, levels, challenges, and immediate
feedback. These elements are consistent with gamification theory, which emphasizes the role
of game mechanics in enhancing motivation and engagement (Christopoulos & Mystakidis,
2023; Chan & Lo, 2024).
The dependent variable was students’ English reading comprehension, defined as
their ability to identify main ideas, recognize specific details, and make inferences from texts,
in line with contemporary definitions of reading as a cognitive and interpretative process
(Laličić & Dubravac, 2021). Additionally, student motivation and engagement were
considered supporting constructs, given their direct influence on learning outcomes in EFL
contexts (Maimaiti & Hew, 2025).
Participants
The study involved a non-probabilistic sample of 33 A2-level students from a public
educational institution in Ecuador. This sampling method was selected based on accessibility
and relevance to the research context, which is characteristic of qualitative and action research
designs. According to Hernández Sampieri et al. (2014), non-probability sampling allows
researchers to focus on participants who provide meaningful information about the
phenomenon under study.
Research Instruments
Three instruments were employed to collect both quantitative and qualitative data, enabling
methodological triangulation. Triangulation enhances the validity and credibility of findings
by combining multiple data sources and perspectives (Creswell, 2014).
The first instrument was a Diagnostic Reading Comprehension Test, administered as
a pretest to determine students’ initial level of comprehension. The test consisted of eight
open-ended questions designed to assess literal, inferential, and global comprehension.
Responses were evaluated using a four-point analytic rubric, with a maximum score of 32
points, allowing the classification of performance into four levels: high, adequate, basic, and
limited.
The second instrument was a Reflective Journal, used by the teacher-researcher during
the intervention phase. This observation-based tool documented students’ participation,
interaction, motivation, and evidence of reading comprehension development. The journal
followed a structured format, including categories such as activity description, level of
engagement, observed difficulties, and reflective analysis, generating qualitative data on
classroom dynamics.
The third instrument was a semi-structured Focus Group Interview, conducted after
the intervention to explore students’ perceptions, attitudes, and motivation toward gamified
reading activities. The interview included guiding questions addressing perceived learning
improvement, engagement, and the use of ICT tools. Data were analyzed through thematic
categorization to identify recurring patterns and shared experiences.
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Data Collection Procedure
Data collection was conducted in three stages. First, the diagnostic test was applied to
establish a baseline of students’ reading comprehension. Second, gamification strategies were
implemented over a series of reading activities, during which the reflective journal was used
to document the process. Finally, the focus group interview was conducted to gather students’
perceptions after the intervention.
Data Analysis
Data analysis followed a triangulation approach, combining quantitative and qualitative
methods. Quantitative data from the diagnostic test were analyzed descriptively to identify
performance levels. Qualitative data from the reflective journal and focus group were
analyzed using thematic analysis, allowing the identification of key categories such as
motivation, interaction, and reading comprehension development. This approach ensured a
comprehensive understanding of the impact of gamification on both cognitive and affective
dimensions of learning.
RESULTS
The following section presents the results obtained from the first part of the survey
administered randomly to 40 higher education students in Ecuador. Section 1 focuses on the
age range and self-assessed English proficiency.
In this study, the independent variable is the implementation of gamification strategies
supported by ICT tools, specifically the integration of digital platforms such as Kahoot and
Wordwall to design interactive reading activities. Gamification is operationalized through the
incorporation of game elements, including points, levels, challenges, and immediate feedback,
within English reading comprehension tasks. The dependent variable is students’ English
reading comprehension development, which refers to their ability to identify main ideas,
recognize specific details, make inferences, and demonstrate critical understanding of written
texts at the A2 level. Additionally, student motivation and engagement are considered
associated constructs, as they are explored through qualitative evidence collected during the
intervention. These variables are examined through methodological triangulation using a
diagnostic test, a reflective journal, and focus group discussions.
The three instruments were designed to allow methodological triangulation. The
diagnostic test provided baseline quantitative data, the reflective journal documented
behavioral and engagement evidence during the intervention, and the focus group offered
qualitative insight into students’ perceptions and attitudes. Together, these instruments
allowed a comprehensive understanding of the impact of gamification strategies on reading
comprehension.
Diagnostic Test of Reading Comprehension
The diagnostic test of reading comprehension was applied at the beginning of the research
process in order to identify students’ initial level of English reading comprehension. This
instrument is directly related to the first specific objective of the study, which aims to
determine students’ initial level of reading comprehension before the implementation of
gamification strategies.
The diagnostic test consisted of a short reading text followed by open-ended
comprehension questions. Students’ responses were evaluated using an analytic rubric that
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classified performance into four levels: Excellent, Good, Basic, and Limited. The analysis of
the results reveals that most students demonstrated difficulties in higher-order reading skills,
such as inference, identification of implicit information, and elaboration of complete answers.
Although several students were able to identify the main idea of the text, their
responses were often literal and showed grammatical inaccuracies. This indicates that while
students possess basic decoding abilities, they struggle to construct deeper meaning from the
text. The results confirm that students’ initial reading comprehension level is predominantly
basic or limited, which justifies the implementation of gamification-based strategies as an
instructional intervention.
Table 1
Reading Comprehension Levels Based on the Diagnostic Test
Performance
Level
Description of Reading Skills
Observed Trend
Excellent
Accurately identifies explicit and implicit
ideas and provides coherent answers
Rare
Good
Identifies the main idea and some
supporting details
Moderate
Basic
Demonstrates literal comprehension with
partial or inaccurate responses
Predominant
Limited
Shows significant difficulty understanding
the text
Predominant
Note. Source: own elaboration based on the results.
The data presented in Table 1 indicate that the majority of students fall within the Basic and
Limited performance levels. This finding highlights the need for innovative pedagogical
strategies that promote motivation, engagement, and meaningful interaction with reading
texts.
Reflective Teacher Journal
The reflective teacher journal was used during the implementation phase of the gamified
activities. Its purpose was to document classroom experiences, student behavior, emotional
responses, and evidence of reading comprehension development. This instrument is aligned
with the second specific objective of the study, which focuses on implementing gamified
activities to promote English reading comprehension skills. The reflective journal did not
measure the independent variable directly. Instead, it documented observable student
behaviors, participation patterns, and engagement indicators during the implementation of
gamification strategies.
The analysis of the reflective journal entries shows a notable transformation in
classroom dynamics after the introduction of gamification through digital platforms such as
Kahoot and Wordwall. Students displayed higher levels of motivation, active participation,
and collaboration compared to traditional lessons. The journal records that even students who
were previously shy or passive became more engaged in the learning process.
From a pedagogical perspective, the teacher observed improvements in students’
ability to identify the main idea of texts, recognize key vocabulary, and make simple
inferences. Additionally, the use of gamified activities contributed to a reduction in anxiety
commonly associated with reading tasks in a foreign language. The playful and competitive
elements of gamification created a positive learning environment that encouraged risk-taking
and confidence.
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RICEd: Revista de Investigación en Ciencias de la Educación, Vol. 4, No 8, julio - diciembre 2026, 33-48 44
Table 2
Emerging Categories from the Reflective Teacher Journal
Category
Observed Evidence
Motivation
Increased enthusiasm
and participation
Interaction
Spontaneous
collaboration among
students
Reading
Comprehension
Improved identification
of main ideas and
details
Emotional
Climate
Reduced anxiety and
increased confidence
Note. Source: own elaboration based on the results.
Focus Group
The focus group was conducted at the end of the intervention phase in order to explore
students’ perceptions, experiences, and opinions regarding the use of gamification in English
reading comprehension activities. This instrument corresponds to the third specific objective
of the study, which aims to explore students’ perceptions and experiences regarding the
implementation of gamification strategies in reading comprehension lessons.
The focus group analysis reveals that students hold highly positive attitudes toward
gamified learning activities. Participants reported feeling more comfortable, motivated, and
interested during English classes that incorporated digital games. Many students emphasized
that gamification helped them better understand reading texts, retain vocabulary, and
improve grammatical awareness.
Students also highlighted the importance of healthy competition and immediate
feedback as motivating factors. While some technical difficulties were mentioned, particularly
related to internet connectivity, these challenges did not significantly diminish the overall
learning experience. The majority of participants expressed a clear preference for gamified
lessons over traditional instructional methods.
Table 3
Students’ Perceptions of Gamification in Reading Activities
Theme
Recurrent Opinions
Educational Significance
Motivation
Learning is more
enjoyable and engaging
Increased commitment to learning
Reading
Comprehension
Texts are easier to
understand
Enhanced meaning construction
Participation
All students are
encouraged to participate
Inclusive learning environment
Challenges
Connectivity issues
Contextual limitations
Note. Source: own elaboration based on the results.
The focus group findings support the idea that gamification fosters a student-centered
learning environment that promotes active participation and meaningful reading
comprehension.
Innovated teaching with gamification to enhance students’ reading comprehension
© Fundación Internacional para Educación la Ciencia y la Tecnología, “FIECYT” 45
Triangulation of Results
In order to strengthen the credibility of the findings, a triangulation of data from the three
research instruments was conducted. The convergence of results from the diagnostic test,
reflective journal, and focus group provides a comprehensive understanding of the impact of
gamification on English reading comprehension.
Table 4
Triangulation of Research Instruments
Research Objective
Instrument
Main Evidence
Diagnose reading
comprehension level
Diagnostic Test
Predominantly basic and limited
reading skills
Implement gamified
strategies
Reflective Journal
Increased motivation and
interaction
Reflect on reading
improvement
Focus Group
Positive student perceptions and
engagement
Note. Source: own elaboration based on the results.
The triangulated results demonstrate consistency across instruments, confirming that
gamification contributes positively to students’ motivation, participation, and development
of English reading comprehension skills.
The findings indicate that A2-level students initially presented low levels of reading
comprehension; however, the implementation of gamification-based strategies led to
increased motivation, improved classroom interaction, and enhanced reading comprehension
skills. These results provide empirical support for the effectiveness of gamification as a
pedagogical strategy in the EFL classroom.
DISCUSSION
The discussion is organized according to the specific objectives of the study, allowing a
coherent interpretation of the findings in relation to the theoretical framework. Regarding the
first objective, the diagnostic test revealed that most A2-level students demonstrated basic and
limited reading comprehension skills, especially in higher-order processes such as inference
and interpretation. Although some learners identified main ideas, their understanding
remained largely literal, confirming a gap between decoding and meaning construction. This
finding aligns with Laličić and Dubravac (2021), who determined that reading comprehension
requires complex cognitive processes, including inference and integration of prior knowledge.
Likewise, Bungacho and Palacios (2026) emphasize that effective reading depends on the
development of cognitive and metacognitive strategies, which appear insufficiently
developed. In consequence, the diagnostic validates the need for pedagogical intervention.
In relation to the second objective, the implementation of gamification by using
platforms such as Kahoot and Wordwall produced a significant improvement in motivation,
participation, and interaction. The results are consistent with Chan and Lo (2024) and
Christopoulos and Mystakidis (2023), who consider that gamification enhances engagement
by integrating elements such as points, challenges, and immediate feedback. From a cognitive
perspective, students showed progress in identifying main ideas, developing inferential skills
and recognizing key vocabulary. This is linked to the idea that ICT-mediated contexts
promote meaningful learning by combining interaction and feedback. Moreover, gamification
reduced anxiety and fostered a positive classroom environment, which is essential in the EFL
context where affective factors influence learning (Maimatu & Hew, 2025).
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RICEd: Revista de Investigación en Ciencias de la Educación, Vol. 4, No 8, julio - diciembre 2026, 33-48 46
Concerning the third objective, the focus group findings indicate that students perceive
gamification as an engaging and effective learning strategy, reporting enjoyment,
comprehension, and willingness to participate. These perceptions are linked to the research
by Cajamarca et. al. (2020) and Julita (2023), who showed that gamification promotes student-
centered learning and active participation. However, some limitations were analyzed,
particularly related to technological obstacles such as Internet connectivity, which may affect
its implementation in public educational contexts.
To sum up, gamification positively impacts both cognitive and affective dimensions
of learning. While students initially led to increased motivation, improved interaction, and
enhanced reading skills. These findings suggest that gamification is an effective pedagogical
strategy in the EFL context, provided that it is carefully plan.
CONCLUSIONS
The diagnostic assessment revealed that most A2 level students initially demonstrated limited
or basic reading comprehension skills. Although some learners were able to identify the main
idea of short texts, they experienced difficulties with inference, interpretation of implicit
information, and complete responses. The results show that the student relied on literal
comprehension and showed weaknesses in higher-order reading skills. The findings confirm
the existence of a gap between students’ decoding abilities and their capacity to construct
meaning from texts. In consequence, the diagnostic stage validated the need for pedagogical
intervention and justified the implementation of innovative strategies, such as gamification,
to address students’ motivational and cognitive challenges in English reading comprehension.
The implementation of gamified activities using digital platforms such as Kahoot and
Wordwall had a positive impact on the learning process. The findings show that gamification
significantly increased student motivation, participation, and interaction during reading
activities. Students became more engaged and willing to participate, including those who
were reluctant or passive in regular lessons. Furthermore, the gamified environment reduced
anxiety and fostered a supportive classroom climate. From a pedagogical perspective,
gamification facilitated the reinforcement of reading strategies, vocabulary acquisition, and
comprehension of main ideas. The implementation phase demonstrated that gamification is
an effective instructional strategy for promoting active learning and meaningful engagement
in English reading comprehension.
The reflection phase, supported by the focus group and the reflective journal, indicated
a clear improvement in students attituded toward reading in English. Students reported
greater enjoyment, confidence, and understanding when engaging in gamified reading tasks.
The results suggest that gamification contributed not only to cognitive improvement but also
to positive emotional and motivational outcomes. Students considered reading activities as
more accessible and less intimidating, which encouraged sustained participation and
collaboration. Although contextual challenges such as Internet connectivity were identified,
they did not outweigh the overall benefits of the strategy. To sum up, gamification proved to
be a valuable approach for enhancing English reading comprehension and fostering a learner-
centered, motivating educational experience.
It is recommended that English teachers integrate gamification strategies in a regular
basis into reading comprehension lessons in order to keep student motivation and
engagement. Educators should receive ongoing training on the effective pedagogical use of
digital tools such as Kahoot and Wordwall to ensure their alignment with learning objectives
rather than using them for entertainment. Schools should strengthen technological
infrastructure, especially internet connectivity, to support the consistent implementation of
Innovated teaching with gamification to enhance students’ reading comprehension
© Fundación Internacional para Educación la Ciencia y la Tecnología, “FIECYT” 47
ICT-based strategies. In addition, future research could combine qualitative and quantitative
approaches to measure the long-term impact of gamification on reading comprehension
development. Finally, curriculum designers are encouraged to incorporate gamified activities
into official instructional planning, especially in public school contexts, as a means of fostering
inclusive, Dynamic, and meaningful English language learning experiences.
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