Beyond Points and Badges: Gamification as a Strategic Innovation in Language Education
Discuss this preprint
Start a discussion What are Sciety discussions?Listed in
This article is not in any list yet, why not save it to one of your lists.Abstract
Higher education students learning English often struggle to stay motivated, participate equitably, and engage meaningfully in class. Gamification offers a way forward by turning routine lessons into interactive, goal‑driven experiences that feel both challenging and rewarding. To explore this potential, the study draws on a qualitative review of 42 peer‑reviewed works from global, regional, and Philippine contexts. From this review, ten themes surfaced—motivation, collaboration, equity, challenges, gaps, cognitive and affective growth, ethical practice, technological support, and sustainability—showing both the promise and the complexity of gamification. Evidence points to consistent gains in persistence, teamwork, and learner development, though success depends on careful attention to equity and accountability. Building on these insights, the paper proposes a model program for Philippine tertiary English language teaching that weaves gamification into curriculum, pedagogy, and policy, positioning it as a strategic innovation that connects teaching practice, technology, and institutional priorities. The study closes by recommending longitudinal research, deeper examination of Philippine contexts, and accreditation‑focused evaluation to ensure gamification becomes a sustainable force in higher education.