Gamification and arts in the teaching of a foreign language in the 21st century.
DOI:
https://doi.org/10.59343/yuyay.v3i1.62Keywords:
Technological innovations, gamification, foreign languages, sustainable learningAbstract
This work analyzes the crucial role of technology and innovation in contemporary education, focusing on foreign language teaching. It addresses the pressing need to incorporate technological tools in educational environments to adapt to a globalized and technologically advanced society. The challenges facing educators in the current era are discussed, highlighting the importance of an adaptive and personalized pedagogical approach. Furthermore, it examines how innovation in education, including digital technology and gamification, can substantially enhance teaching and learning processes. The relevance of personalized learning, the strategic use of digital tools, and the creation of collaborative and flexible educational environments are emphasized. Additionally, the positive impact of gamification on student motivation and engagement, as well as on the development of linguistic and social skills, is underscored.
The role of art in foreign language teaching is also emphasized, highlighting its ability to enrich the educational experience and promote deeper and more meaningful learning. Various ways in which art can be integrated into the classroom to stimulate creativity, personal expression, and cultural understanding are described. Finally, the future of teaching is reflected upon, exploring the potential of artificial intelligence (AI) to enhance personalized learning and provide intelligent support to students and educators. The possibility of full integration of technology in teaching is raised, although it is acknowledged that its complete impact is yet to be determined.
Downloads
References
Corchuelo-Rodriguez, C. A. (2018). Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula. Edutec. Revista Electrónica de Tecnología Educativa, 0(63), 29-41 (380). https://doi.org/10.21556/edutec.2018.63.927
de Santiago, O. (2020). La educación en tiempos de la pandemia de COVID-19. Santiago: CEPAL-UNESCO.
Forbes, D., Gedera, D., Hartnett, M., Datt, A., & Brown, C. (2023). Sustainable Strategies for Teaching and Learning Online. Sustainability 2023, Vol. 15, Page 13118, 15(17), 13118. https://doi.org/10.3390/SU151713118
González, M. V., & Pujolà, J. T. (2021). Del juego a la gamificación: Una exploración de las experiencias lúdicas de profesores de lenguas extranjeras. In Francisco Javier Hinojo Lucena, Salvador Mateo Arias Romero, María Natalia Campos Soto & Santiago Pozo Sánchez (eds.), Innovación e investigación educativa para la formación docente,398–412. Madrid: Dykinson. https://doi.org/10.2307/j.ctv2gz3t2s.36
Graham, C., & Longchamps, P. (2022). Transformative Education: A Showcase of Sustainable and Integrative Active Learning; Routledge: London,UK. https://doi.org/10.4324/9781003276203.
Gutierrez-Cassagnne, S., Vallejo-Piza, G., & Almao-Malvacias, V. (2023). El Arte y su Influencia en los Procesos de Aprendizaje de los Estudiantes del Instituto Tecnológico Universitario Euroamericano. 593 Digital Publisher CEIT, 8(6), 131-142. https://doi.org/10.33386/593dp.2023.6.1624
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/J.SUSOC.2022.05.004
Hernando, R. C. (2023). Guernica, arte hecho símbolo. Un breakout educativo digital para el aula de ELE. PARTE 1. CREATIVIDAD Y MOTIVACIÓN. cervantes.es
Kipper, L., Iespen, S., Forno, A., Frozza, R., Bertolin Furstenau, L., Agnes, J., & Cossul, D. (2021). Scientific mapping to identify competencies required by industry 4.0. Technology in Society. 64. 101454. https://doi.org/10.1016/j.techsoc.2020.101454
Olmedo, E. O., Vázquez-Cano, E., Arias-Sánchez, S., & López-Meneses, E. (2021). Competences in the use of information technologies and communication in university students. Pixel-Bit, Revista de Medios y Educacion, 60, 153–167. https://doi.org/10.12795/pixelbit.74860
Pham, A. T. V., & Pham, C. M. (2022). Teachers’ perceptions towards using gamification in teaching grammar for non-English majored students. In Proceedings of the 2022 13th International Conference on E-Education, E-Business, E-Management, and E-Learning (IC4E '22) (pp. 261–265). Association for Computing Machinery. https://doi.org/10.1145/3514262.3514295
Rocha Bernal, N., Valbuena-García, L., Castillo, R. (2024). Arts-Based Teaching in E.L.T.: A Review of Concepts and a Proposal of Integration. Zona Próxima, 40, 171-193. https://doi.org/10.14482/zp.40.825.478
Rocha, J. J., & Chávez, G. (2022). El currículo y sus desafíos a nivel metodológico, de la teoría a la praxis y de los contenidos a la centralidad del ser humano. Una propuesta desde las artes. In Marcela Barreiro Moreira, Jefferson Cabrera Amaiquema, Geovanny Chávez Matute, Luis D’aubeterre, Lisbeth Dávila, Johnny Guerra Flores, Elena Gui, Alexander Mansutti-Rodríguez, Juan José Rocha, Rosario Saona, Janina Suárez Pinzón & Jorge Tigrero Vaca. Entre la pedagogía y las artes: Reflexiones sobre la educación en artes, 81-97.
Seufert, S., Guggemos, J., & Sailer, M. (2020). Technology-related knowledge, skills, and attitudes of pre-and in-service teachers: The current situation and emerging trends. https://doi.org/10.1016/j.chb.2020.106552
Szymkowiak, A., Melović, B., Dabić, M., Jeganathan, K., & Kundi, G. S. (2021). Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people. Technology in Society, 65. https://doi.org/10.1016/J.TECHSOC.2021.101565
Zhang, L., & Chen, Y. (2021). Examining the Effects of Gamification on Chinese College Students’ Foreign Language Anxiety: A Preliminary Exploration. In Proceedings of the 2021 4th International Conference on Big Data and Education (ICBDE '21) (pp. 1–5). Association for Computing Machinery. https://doi.org/10.1145/3451400.3451401
Published
Issue
Section
Categories
License
Copyright (c) 2024 Monserratt Mogrovejo

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
You are free to:
Share — copy and redistribute material in any medium or format.
- Licensor cannot revoke these freedoms if you follow the terms of the license.
Attribution — You must give credit appropriately, provide a link to the license, and indicate if any changes have been made. You may do so in any reasonable way, but not in a manner that suggests that you or your use are supported by the licensor.
NonCommercial — You may not use the material for commercial purposes.
NonDerivatives — If you remix, transform, or create from the material , you may not distribute the modified material.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from making any use permitted by the license.




