Gamified digital resources in the teaching of grammar in English for specific purposes: university students' perspectives
DOI:
https://doi.org/10.51302/tce.2026.25151Keywords:
gamification, English for specific purposes (ESP), English grammar, educational technology, student perception, higher education, motivationAbstract
This article examines the use of gamified digital resources in the teaching of grammar within English for specific purposes (ESP) to undergraduate students enrolled in a Tourism degree, with particular attention to students' perceptions of the methodological experience developed over the course of a semester. To this end, a quantitative approach was adopted through a pre-experimental single-group design. The sample consisted of 87 first-year students. Data were collected through an initial and a final perception questionnaire, an initial diagnostic grammar test, a final achievement test, and the scores obtained in activities carried out with Genially, Educaplay, Quizizz, Edpuzzle, and Nearpod. The data were analysed by means of statistical descriptive and inferential procedures. The results show an overall positive assessment of the use of these resources, particularly in the dimensions related to teaching style, perceived learning, and motivation. Likewise, the dimension concerning anxiety and self-efficacy in relation to new digital resources revealed a more heterogeneous experience. With regard to achievement, no statistically significant differences were found between the initial and the final grammar test, although higher overall performance in the digital activities was associated with a relatively more favourable development. It is concluded that gamified digital resources can enrich the methodological experience and foster a more positive disposition towards grammar learning in ESP contexts, although this does not necessarily entail a significant improvement in overall achievement.
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