[eng] This dissertation explores the use of gamification in education as a teaching
methodology that has the potential to improve overall group cohesion in English as a
Foreign Language (EFL) classes. Gamification is inherently student-centered,
allowing them to participate in their learning process actively rather than in a passive
manner (Bilgin & Gul, 2020). This methodology has been gaining a lot of popularity,
specially in the last two decades, due to data results showing an increasing positive
effect on not only academic results, but also on the level of motivation and
engagement on students that this method of learning promotes (Lee & Hammer,
2011). Furthermore, gamification has shown direct positive effects on group cohesion
levels, making it an interesting contender to be applied in secondary education,
where the improvement of student dynamics is of great interest. Gamification
strategies are becoming increasingly popular in the EFL field, since it presents an
ideal context for this teaching method to be applied in (Dehghanzadeh et al., 2019),
and a wide variety of tech-based resources are available for teacher to implement in
their classrooms.
The aim of this dissertation thesis is to present a teaching proposal designed to use
gamification as a tool to improve the group cohesion dynamics within the EFL
setting. Special emphasis will be put in using the motivation ang engagement that
the collaborative dynamics of gamification teaching provides to help build positive
relations among students and strengthen bonds in order to improve the general
cohesion of the group. This is specially relevant to secondary education students,
since lack of motivation and poor engagement rates are one of the primary issues
dealt with in high school settings (Bridgeland, Dilulio, & Morison, 2006). Therefore, in
this proposal, gamification is applied as a tool to increase student engagement and
participation, which through socializing and collaborating with peers, will improve the
group cohesion dynamics of the class. Thus, a teaching proposal for students of EFL
with an A2 proficiency level of the language has been created, arranged with six
different activities that were designed to use the collaborative dynamics of
gamification to improve group cohesion