Skip to main content

A Gamified Learning Experience for Teaching European Values in English Lessons

  • Conference paper
  • First Online:
Learning and Collaboration Technologies (HCII 2024)

Abstract

This study presents an eLearning course that synergizes gamification with game-based learning methodologies to enhance the educational experience within the framework of the European Project Gamified Values Education for Fostering Migrant Integration at Schools (GAMIGRATION). This paper explores the innovative application of gamified learning within the context of English language instruction, specifically designed to inculcate European values among students. The primary goal is to foster inclusion and improve the integration of immigrant students in European schools. Each level consists of modules emphasizing values such as cultural diversity, respect, tolerance, and solidarity, leveraging game-based learning resources to enhance interactivity and engagement. This work presents the pedagogical design by implementing the gamified course, illustrating its potential as an effective tool for integrating European values into language learning.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Llorens-Largo, F., Gallego-Durán, F.J., Villagrá-Arnedo, C.J., Compañ-Rosique, P., Satorre-Cuerda, R., Molina-Carmona, R.: Gamification of the learning process: lessons learned. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 11, 227–234 (2016). https://doi.org/10.1109/RITA.2016.2619138

    Article  Google Scholar 

  2. Roa González, J., Sánchez Sánchez, A., Sánchez Sánchez, N.: Evaluación de la implantación de la Gamificación como metodología activa en la Educación Secundaria española. ReiDoCrea. Revista de investigación y Docencia Creativa 10, 1–9 (2021). https://doi.org/10.30827/Digibug.66357

  3. Alonso de Castro, M.G., García-Peñalvo, F.J.: Systematic review of Erasmus+ projects labelled as good practice and related to e-learning and ICT: some case studies. Heliyon 9, e22331 (2023). https://doi.org/10.1016/j.heliyon.2023.e22331

  4. García-Holgado, L., et al.: Gamified values education for fostering migrant integration at schools. In: Proceedings of the Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2022), Salamanca, 19–21 October 2022, pp. 1117–1123. Springer, Singapore (2023). https://doi.org/10.1007/978-981-99-0942-1_118

  5. García-Holgado, L., et al.: La gamificación en la enseñanza de inglés como lengua extranjera para el fomento de valores europeos. In: Fernández-Sánchez, A.J. (eds.) Resúmenes de conferencias y comunicaciones. XIII Congreso ACLES Centros de lenguas universitarios e internacionalización: nuevos desafíos. Salamanca, del 29 de junio al 1 de julio de 2023, Salamanca, España (2023)

    Google Scholar 

  6. García-Holgado, L.: Estudio sobre la percepción de la inclusión en Instituciones Educativas Europeas. (Master Thesis). Máster Universitario en Estudios de la Ciencia, la Tecnología y la Innovación. Universidad de Salamanca. Salamanca, España (2023)

    Google Scholar 

  7. García-Peñalvo, F.J. (ed.): Advances in E-Learning: Experiences and methodologies. Information Science Reference (formerly Idea Group Reference), Hershey (2008)

    Google Scholar 

  8. Erling, E., Foltz, A., Siwik, F., Brummer, M.: Teaching English to linguistically diverse students from migration backgrounds: from deficit perspectives to pockets of possibility. Languages 7, 186 (2022). https://doi.org/10.3390/languages7030186

  9. García-Peñalvo, F.J., Rodríguez-Conde, M.J., Therón, R., García-Holgado, A., Martínez-Abad, F., Benito-Santos, A.: Grupo GRIAL. IE Comunicaciones. Revista Iberoamericana de Informática Educativa 33–48 (2019)

    Google Scholar 

  10. dos Reis, S.C., Machado Linck, A.J., Flores Figueiredo, M., Lopes Pfeifer, D.: Gamification into the design of the e-3D online course. Front. Educ. 8 (2023). https://doi.org/10.3389/feduc.2023.1152999

  11. Cornellà Canals, P., Estebanell Minguell, M.: GaMoodlification: moodle at the service of the gamification of learning. Campus Virtuales 7, 9–25 (2018)

    Google Scholar 

  12. Nah, F.F.-H., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., Eschenbrenner, B.: Gamification of education: a review of literature. In: Nah, F.F.-H. (ed.) HCI in Business (HCIB 2014), pp. 401–409. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07293-7_39

  13. Hamari, J.: Do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017). https://doi.org/10.1016/j.chb.2015.03.036

    Article  Google Scholar 

  14. Sanneman, L., Shah, J.A.: Validating metrics for reward alignment in human-autonomy teaming. Comput. Hum. Behav. 146, 107809 (2023). https://doi.org/10.1016/j.chb.2023.107809

  15. Afxentiou, A., et al.: A case study on gaming implementation for social inclusion and civic participation. In: Lopata, A., Gudonienė, D., Butkienė, R. (eds.) Information and Software Technologies (ICIST 2022), pp. 305–314. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-16302-9_25

  16. Dambrauskas, E., Gudonienė, D., García-Holgado, A., García-Peñalvo, F.J., Kiourti, E., Fruhmann, P., Kyriakidou, M.: Understanding user perspectives on an educational game for civic and social inclusion. In: Lopata, A., Gudonienė, D., Butkienė, R. (eds.) Information and Software Technologies (ICIST 2023), pp. 222–234. Springer, Cham (2024). https://doi.org/10.1007/978-3-031-48981-5_18

  17. Daineko, L.V., Goncharova, N.V., Zaitseva, E.V., Larionova, V.A., Dyachkova, I.A.: Gamification in education: a literature review. In: Bylieva, D., Nordmann, A. (eds.) The World of Games: Technologies for Experimenting, Thinking, Learning. XXIII Professional Culture of the Specialist of the Future, vol. 1, pp. 319–343. Springer, Cham (2023). https://doi.org/10.1007/978-3-031-48020-1_25

  18. Ratinho, E., Martins, C.: The role of gamified learning strategies in student's motivation in high school and higher education: a systematic review. Heliyon 9 (2023). https://doi.org/10.1016/j.heliyon.2023.e19033

  19. Mateus, C., Campis, R., Jabba, D., María Erazo, A., Romero, V.: Gamification as a tool for inclusion. In: Altınay, F., Altınay, Z. (eds.) Intellectual and Learning Disabilities - Inclusiveness and Contemporary Teaching Environments. IntechOpen (2023). https://doi.org/10.5772/intechopen.113229

  20. Pujolà, J.T., Argüello, A.: Stories or scenarios: implementing narratives in gamified language teaching. In: Arnedo-Moreno, J., González-González, C.S., Mora, A. (eds.) Proceedings of the 3rd International Symposium on Gamification and Games for Learning (GamiLearn 2019), Barcelona, 22 October 2019. CEUR-WS.org, Aachen (2019)

    Google Scholar 

  21. Argueta-Muñoz, F.D., Olvera-Cortés, H.E., Durán-Cárdenas, C., Hernández-Gutiérrez, L., Gutierrez-Barreto, S.E.: Instructional design and its usability for branching model as an educational strategy. Cureus 15 (2023). https://doi.org/10.7759/cureus.39182

  22. García-Peñalvo, F.J.: Education in knowledge society: a new PhD programme approach. In: García-Peñalvo, F.J. (ed.) Proceedings of the First International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2013), 14–15 November 2013, Salamanca, pp. 575–577. ACM, New York (2013). https://doi.org/10.1145/2536536.2536624

Download references

Acknowledgments

This study has been carried out in the framework of the project, supported by the European Union’s Erasmus+ Programme under its Key Action 2: Partnership for Cooperation in School Education. Gamified Values Education for Fostering Migrant Integration at Schools – GAMIGRATION project (Reference number: 2021-1-ES01-KA220-SCH-000032607). The content of the publication is the sole responsibility of the author, and neither the European Commission nor the Spanish Service for the Internationalization of Education (SEPIE) is responsible for any use that may be made of the information contained therein. This research work is done under the University of Salamanca PhD Programme on Education in the Knowledge Society scope (http://knowledgesociety.usal.es) [22].

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lucía García-Holgado .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

García-Holgado, L., García-Peñalvo, F.J., Vázquez-Ingelmo, A. (2024). A Gamified Learning Experience for Teaching European Values in English Lessons. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. HCII 2024. Lecture Notes in Computer Science, vol 14723. Springer, Cham. https://doi.org/10.1007/978-3-031-61685-3_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-61685-3_3

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-61684-6

  • Online ISBN: 978-3-031-61685-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics