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Enhancing English Communicative Interaction through
Gamified Mobile Learning: A Quasi-Experimental Study in
Secondary Education
Mejora de la Interacción Comunicativa en Inglés mediante el
Aprendizaje Móvil Gamificado: Un Estudio Cuasi-Experimental en
Educación Secundaria
Juan Rafael Campoverde López*
https://orcid.org/0009-0003-3580-1051
jrcampov@hotmail.com
Universidad de Guayaquil
Ecuador – Guayaquil
Dayana Dailé Guzmán Brito
https://orcid.org/0009-0007-7751-1510
dayanaguzmanbrito41@gmail.com
Buckingham Englsh Center
Ecuador - Guayaquil
Rafael Diaz Gonzalez Plata
https://orcid.org/0009-0001-8825-8633
diazgonzalez.r@gmail.com
Universidad Autónoma del Estado de México
México - CDMX
Artículo recibido: (12/02/2026) - Aceptado para publicación: 21/02/2026
Conflictos de intereses: Ninguno que declarar.
*Autor para correspondencia
Cita sugerida (APA, séptima edición)
Campoverde Lopez, J., Guzman Brito, D., Diaz Gonzalez. R. (2026). Enhancing English
Communicative Interaction through Gamified Mobile Learning: A Quasi-
Experimental Study in Secondary Education. Linguatech, Volumen (2), páginas.
36 - 47
RESUMEN
El desarrollo de habilidades comunicativas en inglés constituye un desafío persistente
en contextos de educación secundaria, especialmente en entornos donde predominan
metodologías tradicionales y limitadas oportunidades de práctica oral. En este estudio se
analizó el impacto del aprendizaje móvil gamificado como estrategia pedagógica para
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mejorar la interacción comunicativa en inglés. Se empleó un diseño cuasi-experimental
con enfoque mixto, integrando métodos cualitativos y cuantitativos para evaluar el
progreso de los estudiantes antes y después de la intervención. La muestra estuvo
conformada por estudiantes de nivel secundario, quienes participaron en actividades
estructuradas mediante una plataforma digital basada en principios de gamificación. Se
aplicaron instrumentos de evaluación diagnóstica (pretest) y final (postest) alineados
con estándares internacionales de competencia lingüística, con énfasis en la producción
oral y la interacción comunicativa. Los resultados evidenciaron una mejora significativa
en el desempeño de los estudiantes, particularmente en la fluidez, pronunciación y
capacidad de interacción en situaciones comunicativas. Asimismo, se observó un
aumento en la motivación y participación activa, atribuible a la naturaleza interactiva y
adaptativa del entorno digital. Estos hallazgos sugieren que el aprendizaje móvil
gamificado constituye una herramienta eficaz para potenciar el desarrollo de habilidades
comunicativas en inglés, favoreciendo procesos de aprendizaje autónomo y
significativo.
Palabras clave: Gamificación, Interacción comunicativa, Aprendizaje móvil
ABSTRACT
The development of English communicative skills remains a persistent challenge in
secondary education, particularly in contexts where traditional methodologies limit
opportunities for oral practice. This study aimed to analyze the impact of gamified
mobile learning as a pedagogical strategy to enhance communicative interaction in
English. A quasi-experimental design with a mixed-methods approach was employed,
integrating both qualitative and quantitative data to assess students’ progress before and
after the intervention. The sample consisted of secondary-level students who engaged in
structured learning activities through a digital platform based on gamification
principles. Diagnostic (pre-test) and final (post-test) assessments were administered,
aligned with international language proficiency standards, with a focus on oral
production and communicative interaction. The results revealed a significant
improvement in students’ performance, particularly in fluency, pronunciation, and their
ability to interact in communicative contexts. Additionally, an increase in motivation
and active participation was observed, attributed to the interactive and adaptive nature
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of the digital learning environment. These findings suggest that gamified mobile
learning is an effective tool for enhancing English communicative skills, promoting
autonomous and meaningful learning processes.
Keywords: Gamification, Communicative interaction, Mobile learning
INTRODUCTION
The acquisition of English as a foreign language has become a fundamental
requirement in contemporary education due to its global relevance in academic,
professional, and social contexts. Despite its importance, the development of
communicative competence—particularly oral interaction—remains a significant
challenge in secondary education. Traditional teaching methodologies often emphasize
grammar and written skills, limiting students’ opportunities to engage in authentic
communicative practices. As a result, learners frequently demonstrate low levels of
fluency, pronunciation accuracy, and confidence when using the language in real-life
situations .
In recent decades, Information and Communication Technologies (ICT) have
emerged as transformative tools in the educational field, offering innovative approaches
to language teaching and learning. ICT facilitates access to interactive resources,
promotes autonomous learning, and enhances student engagement through dynamic and
personalized experiences (Jayanthi & Kumar, 2016). Within this framework, mobile-
assisted language learning (MALL) has gained prominence, allowing students to access
educational content anytime and anywhere, thus extending learning beyond the
traditional classroom environment (Solak & Cakir, 2015).
One of the most relevant innovations in this context is the incorporation of
gamification into digital learning platforms. Gamification refers to the use of game
elements—such as rewards, levels, feedback, and challenges—in non-game
environments to increase motivation and engagement (Deterding et al., 2011). In
language learning, gamified platforms provide interactive activities that foster
repetition, immediate feedback, and progressive skill development, contributing to
improved learning outcomes and increased learner autonomy.
From a theoretical perspective, this approach aligns with constructivist
principles proposed by Piaget (1952) and Vygotsky (1978), which emphasize active
learning, social interaction, and the construction of knowledge through meaningful
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experiences. In this sense, digital platforms that integrate gamification create
environments where learners actively participate in their learning process, interact with
content, and develop communicative skills in context.
This study focuses on analyzing the effectiveness of gamified mobile learning in
improving English communicative interaction among secondary school students. The
research adopts a quasi-experimental design to evaluate changes in students’
performance through pre-test and post-test assessments, considering both qualitative
and quantitative data.
Regarding the variables of the study, the independent variable is defined as
gamified mobile learning, understood as the use of digital platforms that incorporate
game-based elements and mobile accessibility to facilitate language learning. This
variable includes components such as interactive exercises, immediate feedback,
adaptive learning paths, and motivational reward systems.
The dependent variable is English communicative interaction, which refers to
the students’ ability to effectively use the language in oral contexts. This includes sub-
dimensions such as fluency, pronunciation, vocabulary use, and the capacity to engage
in meaningful exchanges with others. Communicative interaction is considered a key
indicator of language proficiency, as it reflects the practical application of linguistic
knowledge in real communicative situations.
The relevance of this study lies in its potential to contribute to the improvement
of English language teaching practices by integrating technological and pedagogical
innovations. By exploring the impact of gamified mobile learning, this research seeks to
provide empirical evidence on effective strategies to enhance communicative
competence, promote student motivation, and support meaningful learning in secondary
education contexts.
METHODS
Research Design
This study adopted a quasi-experimental research design within a mixed-
methods framework, combining both qualitative and quantitative approaches to obtain a
comprehensive understanding of the phenomenon under study. Quasi-experimental
designs are widely used in educational research when random assignment is not
feasible, allowing researchers to evaluate the effectiveness of pedagogical interventions
through pre-test and post-test comparisons (Creswell, 2014).
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The quantitative component focused on measuring changes in students’
communicative performance before and after the intervention, while the qualitative
component provided insights into students’ learning experiences, motivation, and
engagement. This integration of methods aligns with socio-educational research
practices that emphasize both measurable outcomes and contextual understanding of
learning processes.
Furthermore, the study was grounded in an action research perspective, which
involves a cyclical process of planning, action, observation, and reflection to improve
educational practices (Kemmis & McTaggart, 2000). This approach allowed the
researchers to actively intervene in the teaching-learning process and evaluate the
effectiveness of gamified mobile learning in a real educational setting.
Participants
The participants of this study consisted of a sample of 45 secondary school
students, selected from a population of approximately 1,200 learners. The students were
between 14 and 17 years old, representing a typical adolescent group in secondary
education. The sampling technique was non-probabilistic and purposive, as participants
were selected based on their relevance to the research objectives, particularly their
identified limitations in English communicative interaction. Previous diagnostic
observations indicated that students exhibited difficulties in oral production, limited
vocabulary use, and low confidence when engaging in communicative tasks. This
selection is consistent with educational research practices that prioritize contextual
relevance over randomization when studying classroom-based interventions (Dörnyei,
2007).
Instruments
To ensure a comprehensive evaluation of the independent and dependent
variables, multiple data collection instruments were employed:
Pre-test and Post-test: These instruments were designed to assess students’
communicative competence in English, particularly focusing on oral interaction,
fluency, pronunciation, and vocabulary use. The assessments were aligned with
international language proficiency frameworks, allowing for standardized measurement
of progress. Pre- and post-testing is a common strategy in quasi-experimental studies to
determine the effectiveness of interventions (Fraenkel, Wallen, & Hyun, 2012).
Survey Questionnaires: Structured questionnaires were administered before and after
the intervention to collect data on students’ perceptions, attitudes, and motivation
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toward gamified mobile learning. These instruments provided valuable insights into
affective factors influencing language acquisition.
Observation Records: Classroom observations were conducted to qualitatively analyze
students’ participation, engagement, and interaction during the implementation of the
gamified activities. Observation as a research tool allows for the direct examination of
behaviors in natural settings, contributing to a deeper understanding of learning
dynamics (Cohen, Manion, & Morrison, 2018).
The triangulation of these instruments enhanced the validity and reliability of the
findings by capturing both performance-based and experiential data.
Procedure
The research procedure was organized into three sequential phases:
Diagnostic Phase: Initially, a pre-test was administered to evaluate students’ baseline
level of English communicative interaction. This phase also included the application of
initial surveys to identify students’ previous exposure to digital tools and their attitudes
toward language learning. The diagnostic process allowed researchers to establish a
reference point for measuring progress .
Intervention Phase: During this phase, students engaged in structured learning
activities through a gamified mobile platform, which incorporated elements such as
levels, rewards, immediate feedback, and interactive exercises. These activities were
designed to develop key language skills, including listening, speaking, vocabulary
acquisition, and pronunciation. The intervention emphasized autonomous learning,
continuous practice, and student-centered instruction, consistent with mobile-assisted
language learning (MALL) principles (Solak & Cakir, 2015). Additionally, the gamified
environment fostered motivation and engagement, which are critical factors in second
language acquisition (Deterding et al., 2011).
Evaluation Phase: At the conclusion of the intervention, a post-test was administered
to measure improvements in communicative interaction. Follow-up surveys and
observations were conducted to assess changes in students’ motivation, participation,
and overall learning experience.
Data Analysis
The data analysis process combined both quantitative and qualitative techniques:
Quantitative Analysis: Data obtained from the pre-test and post-test were analyzed
using descriptive statistics (means, percentages) and comparative analysis to identify
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differences in students’ performance. This approach allowed for the measurement of
improvement in communicative skills as a result of the intervention.
Qualitative Analysis: Data from surveys and observation records were analyzed
through thematic analysis, identifying recurring patterns related to motivation,
engagement, and learning behaviors. This method facilitated the interpretation of
students’ experiences and perceptions within the learning environment (Braun &
Clarke, 2006).
RESULTS AND DISCUSSION
The results of this study are presented based on the comparison between pre-test and
post-test outcomes, as well as the analysis of survey responses and observational data
collected during the intervention.
Quantitative Results
The comparison of pre-test and post-test scores revealed a notable improvement
in students’ English communicative interaction, particularly in oral production skills
such as fluency, pronunciation, and vocabulary usage. Initially, the pre-test results
indicated that a significant proportion of students demonstrated limited ability to engage
in basic communicative exchanges, reflecting low proficiency levels and restricted
lexical knowledge .
After the implementation of the gamified mobile learning intervention, the post-
test results showed a substantial increase in performance levels, with a higher
percentage of students reaching acceptable communicative standards. The most
significant improvements were observed in:
Fluency: Students demonstrated greater ease in expressing ideas with reduced
hesitation.
Pronunciation: Noticeable improvement in articulation and intonation patterns.
Vocabulary usage: Expanded lexical repertoire and more appropriate word selection in
context.
These findings are consistent with previous studies indicating that digital and
gamified learning environments can significantly enhance language acquisition
outcomes (Vasselinov & Grego, 2012).
Table 1
Comparison of Pre-test and Post-test Results in English Communicative Interaction
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Dimension
Pre-test
Mean
(%)
Post-test
Mean
(%)
Improvement
(%)
Interpretation
Fluency
52%
78%
+26%
Significant
improvement in
speech flow
Pronunciation
55%
80%
+25%
Better articulation and
intonation
Vocabulary Usage
50%
76%
+26%
Expanded lexical
repertoire
Communicative
Interaction
48%
79%
+31%
Increased ability to
interact effectively
Overall
Performance
51%
78%
+27%
General improvement
in communicative
skills
Survey Results
The analysis of survey data revealed positive student perceptions regarding the
use of gamified mobile learning. Before the intervention, students expressed limited
exposure to technological tools for language learning and reported low motivation in
traditional classroom settings .
Following the intervention, the majority of students reported:
Increased motivation to learn English
Greater interest in participating in communicative activities
Positive attitudes toward autonomous learning
Students also highlighted the importance of immediate feedback and interactive
tasks as key factors contributing to their improvement. These results support the idea
that gamification enhances engagement and motivation in educational contexts
(Deterding et al., 2011).
Table 2
Survey Results on Students’ Perceptions of Gamified Mobile Learning
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Item
Before
Intervention
(%)
Change
(%)
Interpretation
Use of technology
in English classes
40%
+45%
Increased
integration of
digital tools
Motivation to
learn English
45%
+43%
Higher student
motivation
Perception of
improvement in
oral skills
42%
+40%
Greater awareness
of communicative
progress
Ease of
understanding
feedback
50%
+36%
Improved
comprehension
through immediate
feedback
Participation in
communicative
activities
38%
+46%
Increased
engagement and
interaction
Autonomous
learning (self-
directed practice)
44%
+43%
Strengthened
independent
learning habits
Overall Positive
Perception
43%
+42%
General
improvement in
attitudes toward
learning
Qualitative Observations
Classroom observations provided further evidence of the intervention’s
effectiveness. During the initial phase, students showed reluctance to participate in oral
activities and lacked confidence when speaking in English. However, as the intervention
progressed, a noticeable shift in behavior was observed. Students became more actively
involved in tasks, demonstrated increased willingness to communicate, and engaged
more frequently in peer interaction. The gamified environment encouraged participation
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by reducing anxiety and creating a supportive learning atmosphere. These findings align
with the principles of Mobile-Assisted Language Learning (MALL), which emphasize
flexibility, accessibility, and learner-centered engagement (Solak & Cakir, 2015).
The findings of this study provide strong evidence supporting the effectiveness
of gamified mobile learning in enhancing English communicative interaction among
secondary school students. The significant improvements observed in fluency,
pronunciation, and vocabulary usage suggest that integrating technology into language
instruction can address limitations associated with traditional teaching methods.
From a pedagogical perspective, the results confirm that gamification plays a
crucial role in increasing student motivation and engagement, which are essential
factors for successful language acquisition. The use of rewards, levels, and immediate
feedback contributed to sustained participation and encouraged students to practice
more frequently, supporting previous research on gamified learning environments
(Deterding et al., 2011).
Furthermore, the findings can be interpreted through the lens of constructivist
theory, which emphasizes active learning and knowledge construction through
interaction. According to Piaget (1952) and Vygotsky (1978), learning occurs when
students actively engage with content and collaborate with others. In this study, the
gamified platform facilitated such interaction, allowing students to construct knowledge
in meaningful and contextualized ways.
CONCLUSIONS
This study aimed to analyze the effectiveness of gamified mobile learning in
enhancing English communicative interaction among secondary school students. Based
on the findings obtained through quantitative and qualitative analysis, several relevant
conclusions can be drawn. First, the implementation of a gamified mobile learning
approach significantly improved students’ communicative competence in English,
particularly in oral skills such as fluency, pronunciation, and vocabulary usage. The
comparison between pre-test and post-test results demonstrated measurable progress,
confirming the positive impact of integrating digital tools into the language learning
process .
Second, the use of gamification elements—such as rewards, levels, and
immediate feedback—proved to be highly effective in increasing student motivation and
engagement. Learners showed greater willingness to participate in communicative
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activities and demonstrated more confidence when using English, which is a key factor
in developing language proficiency (Deterding et al., 2011).
Third, the findings highlight the importance of incorporating mobile-assisted
language learning (MALL) strategies into educational practices. The flexibility and
accessibility of mobile platforms allowed students to extend their learning beyond the
classroom, promoting autonomous and continuous practice (Solak & Cakir, 2015).
Finally, it can be concluded that gamified mobile learning represents a valuable
pedagogical alternative for improving English communicative interaction in secondary
education. Its integration into the curriculum can support the development of essential
language skills while promoting motivation, autonomy, and meaningful learning
experiences.
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