Gamification Project in Japanese Higher Education for Spanish as a Foreign Language

Authors

  • García Álvarez Andrés Ryukoku University

DOI:

https://doi.org/10.33423/jhetp.v22i2.5063

Keywords:

higher education, learning, gamification, Spanish as a foreign language, motivation, ICT

Abstract

This paper discusses and highlights the use of Information and Communication Technologies (ICT); more precisely showing gamification as a motivational generator element, in a Japanese university context, for teaching Spanish as a foreign language. The method: the investigative approach is a mixed method (quantitative and qualitative). This quasi-experimental and cross-cutting design study was applied to two student groups (experimental and control groups). The working hypothesis is that as a result of the implementation of gamification strategies and techniques to a course through LMS (Blended Learning) for teaching Spanish, motivation and academic performance will increase among students. In conclusion: one of the main goals of this article is to frame and enclose the main mechanics of gamification, and apply them into our daily teaching. According to the data obtained, it is therefore apparent that we achieve a higher commitment and better involvement from our students.

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Published

2022-03-21

How to Cite

Andrés, G. Álvarez. (2022). Gamification Project in Japanese Higher Education for Spanish as a Foreign Language. Journal of Higher Education Theory and Practice, 22(2). https://doi.org/10.33423/jhetp.v22i2.5063

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Section

Articles