Gamification to (self) assess lexicographic grammar skills in the English as a second language classroom in the context of distance learning: A case study

Main Article Content

Ana Ibáñez Moreno

Abstract

This paper shows the results of a study which consisted of the implementation –within the
classroom of distance learning of English as a Foreign language– of an application (both
computer or mobile) called Qstream –which is an assessment tool framed by its
developers themselves within the mobile learning framework–. This application was used
by following procedures related to game-based learning methods, in line with the current
trend of gamification in learning. The aims were to obtain data over the benefits that a tool
such as QStream can bring regarding the improvement of lexical and grammatical
competences by students of English as a Foreign Language. The results of this study show
that this tool actually contributes to the enhancement of such competences in a highly
motivating way.

Article Details

Section

Lingüística

How to Cite

Gamification to (self) assess lexicographic grammar skills in the English as a second language classroom in the context of distance learning: A case study. (2015). VERBEIA. Revista De Estudios Filológicos. Journal of English and Spanish Studies, 1, 75-99. https://doi.org/10.57087/Verbeia.2015.4141