Using Gamification to Enhance Second Language Learning


  • Jorge Francisco Figueroa Flores Universidad del Este School of Social and Human Sciences Carolina, Puerto Rico



Gamification, Second Language Learning, Motivational Theory, Student Engagement


One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy, Gamification is basically new, but it has been used successfully in the business world. Gamification not only uses game elements and game design techniques in non-game contexts (Werbach & Hunter, 2012), but also empowers and engages the learner with motivational skills towards a learning approach and sustaining a relax atmosphere. This personality factor as Brown (1994) addresses is fundamental in the teaching and learning of L2.  This article covers aspects regarding language, second language learning methodology and approaches, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used. It also calls for a necessity of empirical evidence and research in regards to the strategy.

Author Biography

Jorge Francisco Figueroa Flores, Universidad del Este School of Social and Human Sciences Carolina, Puerto Rico

Dr. Jorge F. Figueroa is an Associate Professor for the School of Social and Human Sciences in Universidad del Este in Puerto Rico. For over 15 years he's been teaching in the field of ESL, TESOL and Educational Technology. His research subjects include Gamification in Education, Game Based Learning, Second Language Acquision, and Emergent Technologies in Education, among other lines directed towards Instructional Technology.