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Approval of director
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Educational games to foster reading comprehension in 11th graders at Jorge Eliécer Gaitán High

School

Willinton Martinez Gonzalez

ID 1006487038

Yeisson Reyes Colorado

ID 1077875243

Submitted in partial fulfillment of the requirements for the degree


of Licenciado en inglés at Universidad de la Amazonia

Universidad de la Amazonia
Faculty of Educational Sciences
English Language Teaching Program
Florencia, Caquetá
2022
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Educational games to foster reading comprehension in 11th graders at Jorge Eliécer Gaitán High

School

Willinton Martinez Gonzalez

ID 1006487038

Yeisson Reyes Colorado

ID 1077875243

DIRECTOR:

M.A. Paola Julie Aguilar Cruz

Universidad de la Amazonia
Faculty of Educational Sciences
English Language Teaching Program
Florencia, Caquetá
2022
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Dedication

I dedicate this work to my little brother, who has given me the best example of hope,

discipline, and heroism for life. To my mother, because of her example of self-improvement and

effort, her unconditional support, and the great love I receive from her hands. To my older

brother for his protection and advice. To God for my existence, and to the love of my life for her

presence in mine.

Willinton Martinez Gonzalez

First, I thank God for my existence. Secondly, I dedicate this study to my family and especially to

my parents, who have strongly supported me in every way since the beginning of my formative

process. I express my enormous gratitude to them, who have been a fundamental pillar in my

human and professional formation process. Thank you for teaching me that despite the

difficulties, the family will always be there to support you in your projects and life goals. I also

want to dedicate it to myself, that despite all the insecurities and bad decisions, I was able to take

this first step in my professional growth. Last but not least, I thank my co-worker who was very

supportive in this process, being patient and encouraging me to continue.

Yeisson Reyes Colorado


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Acknowledgements

We thank God for this life opportunity and the privilege of carrying out this degree

project successfully.

Likewise, we would like to express our most sincere gratitude to Professor M.A. Paola

Julie Aguilar, for her leadership, guidance, motivation, and support as director in this research

process. To Professor M.A. Jaime Duque Aguilar for his meaningful advice in the development

of this research idea while the Didactics I course.


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“Neither the director nor the jurors of the present work are responsible for the ideas and

conclusions exposed within this document; they are exclusive of its authors”.

Florencia- Caquetá, Octubre de 2022.


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Abstract

This research paper deals with an action-research study about the implementation of educational

games to foster EFL reading comprehension skills among 11th graders at a state school in

Florencia, Caquetá. The study participants were 33 students from Jorge Eliecer Gaitán high

school. In relation to the methodological design, this study was developed under a qualitative and

descriptive approach. Surveys and focus group interviews were the instruments used for data

collection. For the data analysis, we used the grounded theory approach and data triangulation.

The results showed that educational games promoted students' motivation for enhancing English

as foreign language (EFL) reading comprehension, facilitating the students' engagement while

implementing innovative teaching strategies. Moreover, the games’ mechanics such as the use of

keywords and visual elements through in the graphic design triggered the student's EFL reading

comprehension and helped them understand the instructions in the game. In conclusion,

educational games provided students with an interactive, fun, and comfortable educational

environment for the development of their EFL reading skills.

Keywords: Educational games, EFL reading comprehension, Game design.


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Resumen
Este documento trata de un estudio de investigación-acción sobre la implementación de juegos

educativos para fomentar las habilidades de comprensión lectora en estudiantes de 11º grado de

un colegio público de Florencia, Caquetá. Los participantes del estudio fueron 33 estudiantes del

colegio Jorge Eliecer Gaitán. En relación con el diseño metodológico, este estudio desarrolló un

enfoque cualitativo y descriptivo. Los instrumentos utilizados para la recolección de datos fueron

las encuestas y las entrevistas a grupos focales. Para el análisis de los datos se utilizó el enfoque

de la teoría fundamentada y la triangulación de datos. Los resultados mostraron que los juegos

educativos promovieron la motivación de los estudiantes para mejorar la comprensión lectora del

inglés como lengua extranjera, facilitando el compromiso de los estudiantes durante la

implementación de las estrategias de enseñanza innovadoras. Además, la mecánica de los juegos

estimuló la comprensión lectora de los estudiantes de inglés como lengua extranjera, utilizando

palabras clave y elementos visuales en el diseño gráfico para ayudar a los estudiantes a

comprender las instrucciones de los textos del juego. En conclusión, los juegos educativos

proporcionaron a los estudiantes un entorno educativo interactivo, divertido y cómodo para el

desarrollo de sus habilidades de lectura en inglés como lengua extranjera.

Palabras clave: Juegos educativos, comprensión lectora en EFL, Diseño del juego.

TABLE OF CONTENTS
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Introduction..................................................................................................................................13
Chapter I.......................................................................................................................................15
The Research Problem.................................................................................................................15
Problem Statement...................................................................................................................15
Rationale....................................................................................................................................19
Research Objectives..................................................................................................................22
Chapter II......................................................................................................................................23
Theoretical Framework...............................................................................................................23
State of the Art..........................................................................................................................23
International Context...............................................................................................................23
National Context.......................................................................................................................25
Regional Context.......................................................................................................................27
Conceptual framework.............................................................................................................28
Chapter III....................................................................................................................................32
Methodology..................................................................................................................................32
Research Design........................................................................................................................32
Data collection instruments......................................................................................................33
Instructional design..................................................................................................................34
Chapter IV....................................................................................................................................44
Data Analysis and findings..........................................................................................................44
Data analysis procedures..........................................................................................................44
Data triangulation.....................................................................................................................45
Research categories...................................................................................................................45
Findings......................................................................................................................................46
Implementing educational games in the classroom promoted student’s motivation and learning for
reading comprehension......................................................................................................................46
Game’s mechanics trigger students’ reading comprehension............................................................51
Chapter V......................................................................................................................................58
Conclusions and Pedagogical Implications................................................................................58
Conclusions................................................................................................................................58
Pedagogical Implications..........................................................................................................59
Limitations.................................................................................................................................59
References.....................................................................................................................................60
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Appendixes....................................................................................................................................65
Appendix A. Informed consent..................................................................................................65
Appendix B. Need analysis survey............................................................................................66
Appendix C. Exit Survey...........................................................................................................68
Appendix D. Focus interview questions....................................................................................71

List of Figures

Figure 1. Need analysis question 1…………………………………………………………………..……16


Figure 2. Need analysis question 2............................................................................................................17
Figure 3. Need analysis question 3............................................................................................................17
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Figure 4. Game number one......................................................................................................................37


Figure 5. Game number two......................................................................................................................38
Figure 6. Game number three....................................................................................................................40
Figure 7. Game number four.....................................................................................................................41

List of Tables

Table 1. Pedagogical desing......................................................................................................................35


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Table 2. Research categories.....................................................................................................................44


Table 3. Exit survery question 5................................................................................................................46
Table 4. Exit survery question 2................................................................................................................47
Table 5. Exit survery question 3................................................................................................................49
Table 6. Exit survery question 8................................................................................................................49
Table 7. Exit survery question 7................................................................................................................52
Table 8. Exit survery question 4................................................................................................................53
Table 9. Exit survery question 6................................................................................................................54
Table 10. Exit survery question 1..............................................................................................................55

Introduction

Along the early twenty-first century, Serious Games (SGs) became a major attraction for

strengthening communication skills in students of English as a Foreign Language (EFL) in


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different educational settings. This phenomenon is due to the student’s suitable embracing of the

SGs and the good results obtained throughout their implementation in EFL teaching-learning

environments (Aguilar-Cruz & Álvarez, 2021). In this sense, SGs reinforce the learning process

of EFL students by emphasizing the development of different communicative skills. In addition,

SGs motivate not only the students but also the teachers to look for different methods to acquire

and teach the foreign language effectively (Aguilar-Cruz & Álvarez, 2021). Thus, both the

student and the teacher are actively involved in the learning process, improving their performance

with remarkable projections for the use of technology for educational purposes.

In Colombia, the National Ministry of Education (MEN) has developed audiovisual

didactic materials, such as textbooks or videos, as a strategy to reinforce the EFL teaching and

learning in a more effective way. In this sense, the MEN has also promoted the development of

SGs and gamification as didactic technological strategies for the state institutions. However, there

is still a lack of research conducted in this area that provides information about how these

strategies influence students’ reading comprehension processes.

In this order of ideas, our qualitative action research study was aimed at designing SGs to

foster reading comprehension for 11th graders at Jorge Eliécer Gaitán High School in Florencia

Caquetá. In terms of structure, this manuscript consists of three main chapters. Firstly, we

provide an overview of the research issue, its background, and who is affected. Later, we support

the need for the study, the research question, and our project aims. In the second chapter, we

structure the theoretical framework that supports our research study. Firstly, we updated the

current knowledge about the matter; then, we stated the nature of the relevant variables for this

study. The third chapter undertakes the methodology, which displays the details of our research

design, the settings and its participants, the data collection tools, the research stages and the

instructional design. Then, the fourth chapter deals with the data analysis procedures, the data
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triangulation, and the research categories. Subsequently, the fifth chapter contains the

conclusions, pedagogical implications, and limitations.


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Chapter I

The Research Problem


Problem Statement

Reading comprehension is considered an indispensable skill to develop in EFL students

because of their need to be able to understand written language properly in order to advance in

their language acquisition process. In this respect, Pardede (2019) affirms that the development of

reading comprehension skills in EFL learners helps them in many aspects of life not only to

strengthen their lack of interaction with an English context but also in a holistic way to their

intellectual and personal development. In this order of ideas, we realized that it was necessary to

conduct innovative strategies to foster the improvement of reading comprehension skills in our

educational surroundings.

The results from the ICFES Saber Pro in 2021 at Jorge Eliécer Gaitán High School

evidenced a low performance in reading comprehension and a lack of vocabulary in 11th graders.

Additionally, results of the Pruebas Evaluar para Avanzar (EVA) 2022 confirmed that 11th

graders continue to have low results in reading comprehension. This implies that there was a need

to carry out research in the area of reading comprehension to understand how to improve this

aspect that is necessary for students graduating from 11th grade.

Additionally, it was observed, from our roles as pre-service teachers, that students seemed

to be demotivated by the traditional instruction given in the school contexts. From our

observation practice, we realized that students did not participate in class since they found the

classes boring and demotivating. This implied that there was a need to foster strategies that

include SGs that could not only provide fun environments but also promote effective learning

outcomes.
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We also conducted a needs analysis survey with 11th graders to determine how students

rate some aspects regarding reading comprehension features to support our research idea. The

following graphs show the students' answers and the value they gave to each one of the

statements.

Figure 1
Students’ responses in the need analysis survey

The result in Figure 1 shows that a high number of participants considered that the

amount of English vocabulary that they knew was enough to understand English texts. However,

between 10% and 30% of the participants rated their perception of English vocabulary when

reading English texts in the low to medium range. In this sense, two fundamental aspects were

revealed: first, students were aware of the importance of vocabulary in reading comprehension in

EFL. Second, some of the students considered that their level of vocabulary knowledge was not

enough to understand English texts. Due to these aspects, it was part of our task to implement a

strategy that allowed students to acquire vocabulary and benefited their reading comprehension.
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Figure 2.

Students’ responses in the need analysis survey

In this figure, the results showed that most of the participants felt engaged in playing

English video games. This affirmed that students were used to playing on digital means, which

was a valuable factor for the development and implementation of technological strategies such as

educational games to address the improvement of EFL reading skills. Moreover, we found a very

good predisposition from students to interact with this type of technological teaching strategy.

Figure 3.
Students’ responses in the need analysis survey
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In this opportunity, the graphic showed that 70% of the participants considered reading

English texts was an easy task. However, 30% of the participants stated their difficulty in reading

English as intermediate. In this sense, it was essential to deepen the development of this skill

through a strategy that addressed this learners’ need contribute to the improvement of their

reading comprehension in EFL.

From this perspective, and considering the previous problems stated, our research project

was aimed at exploring educational games as an appropriate strategy to improve the reading

comprehension level of 11th grades at a state school in Florencia, Caquetá and answer the

research question: How does the implementation of educational games foster reading

comprehension in 11th graders at Jorge Eliécer Gaitán High School?


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Rationale

Currently, the application of SGs have become a subject of the research study in the

educational field. According to Pardede (2019) this is due to its effectiveness as an educational

instrument to foster the ELF learning process in students from a non-English speaking context. In

this way, SGs helped students to have a more realistic interaction with the target language in

remote regions of the world like ours. In addition, Alonso-Fernández et al. (2020) affirm that the

SGs' captivating property helps to motivate and engage students in the learning process of any

subject of knowledge. In this sense, this technological tool was adapted into an educational

instrument to foster the improvement of the students’ EFL communicative skills. Hence, the use

of educational games sought to promote the reinforcement of reading skills while changing the

mode or paradigm in which English teachers in our educational surroundings commonly worked.

Firstly, our research examined the application of educational games to improve reading

comprehension skills. According to Tlili et al. (2021) the use of educational games enhances

English vocabulary learning in EFL learners. In this sense, with the use of SGs, the acquisition of

vocabulary was favored, which is a fundamental aspect of the process that must be developed to

better understand the key ideas of any text (Perfetti et al., 2005). In addition, Chen and Hsu

(2019) state that the development of the tasks or missions within the educational game

contributes to the student's improvement in vocabulary acquisition and reading skills. With this in

mind, we considered appropriate the development and implementation of educational games to

contribute to 11graders’ reading comprehension strengthening.

Additionally, the use of SGs fosters EFL students’ motivation and engagement to improve

their reading skills. According to Al-Azawi et al. (2016), educational games in comparison to
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traditional instruction are more attractive to catch the students' attention, which increases their

motivation to learn. Moreover, Godwin-Jones (2014) affirms that SGs have a significant

influence on teenagers since SGs involve a chance to connect with those students who dislike

traditional instruction. In the same line of thought, Hanandeh et al. (2018) concluded that the

implementation of SGs has a significant impact on increasing students' motivation and

satisfaction toward English reading skill development. Having this in mind, the implementation

of SGs allowed catch the students' attention to promote reading comprehension improvement

while using an innovative EFL teaching strategy in our educational settling.

Taking this into account, 11th graders are at the appropriate age to strengthen this useful

linguistic ability because they are about to start the university phase where they will need this

reading ability most of the time. Additionally, eleventh-grade students faced assessment

challenges during their current scholar year such as the APTIS for teens test and the national test

Prueba Saber 11. Indeed, both of those tests measured the reading comprehension capacity so

training students in abilities that helped them to approve those tests became an imperative duty

for EFL teachers at Jorge Eliécer Gaitán High School. Thus, obtaining high results in both exams

generated positive effects for the students, on their way to their higher-level education and for the

school by increasing its qualification at the MEN.

To sum up, the implementation of SGs to foster reading comprehension brought positive

aspects to the EFL teaching community around, which according to Solano et al. (2017), is it

effective since it allows a suitable engagement at any level of the education system. Thus, all the

materials developed along this project application ended up in the hands of EFL teachers who use

traditional teaching strategies. Otherwise, future research proposals about the SGs' impact on the
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EFL teaching and learning process in our region were supported by the insights and data we

found in this research paper. Hence, this research study sought to highlight the importance of

implementing and evaluating the impact of educational games to foster reading comprehension

and innovation in terms of EFL teaching.


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Research Objectives

This section presents the research objectives that underline the development and

implementation of our research study. We describe the general objective and the specific

objectives that helped us to design, implement, and describe the outcomes of our research idea.

General Objective. To describe 11th graders’ reading comprehension learning process

through educational games.

Specific Objectives. To design educational games focused on reading comprehension

skill.

To implement the educational games with 11th graders at Jorge Eliécer Gaitán High

School.

To describe the effects of the educational games on students’ reading comprehension

improvement.
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Chapter II

Theoretical Framework
State of the Art

This section compiles and highlights some articles that coincide with the main concerns in

the same vein of this research. It also highlights the relevance of developing this research

considering the international, national, and regional research fields in which satisfactory studies

have been carried out that are related to the problems proposed in this research.

International Context

In the international context we found three studies that are the most closely related to the

use of SGs for educational purposes. Chen and Hsu (2019) attempted to determine how much

knowledge about history and vocabulary the participants acquired after playing a serious game.

In addition, the study aimed to find out how participants evaluated the use of SGs to enhance

their learning process improvement. The population in this study was sixty-six participants, EFL

students who were given a pre-test, a post-test, and a survey to determine the impact of the SGs

development on participants' knowledge and their perspective about the strategy application.

Finally, Chen and Hsu (2019) concluded that the students felt engaged and motivated playing the

game, and the learning process which involves SGs can be both enjoyable and funny. In this

sense, this study, as well as our research study, sought to improve the development of a skill

which was vocabulary, by using educational games in the classroom. In addition, in terms of

motivation and engagement, this research reported significant results through the use of this

digital strategy, which was related to what we wanted to achieve in our population where the

phenomenon took place.


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Additionally, Wouters and Oostendorp (2017) focused on exploring the effectiveness of

games-based learning to increase students' motivation and the improvement of learning

processes. Besides, these authors claimed that the purpose of developing educational games is to

take advantage of technological tools. In such wise, this research supported our investigation

because it sought to improve the students’ experience while fostering motivation and facilitating

the students’ learning process through educational games in the digital context.

In the same vein, Hanandeh et al. (2018) carried out research with the aim of exploring

the effects of implementing SGs activities in English skills development. In this case, the study

focused on how the participants' motivation influences English reading skills development.

Additionally, the authors used questionnaire forms as data collection instruments before and after

the pedagogical interventions of the SGs strategy in order to gather the participants' feedback

towards the activity. As conclusions, Hanandeh et al. (2018) found that the participants'

motivation was significantly improved due to the SGs strategy usage to trigger the students’

engagement in reading. As well as this study found that the students’ confidence and satisfaction

levels were positively affected during the SGs implementation. In this sense, this study provided

us with some methodological aspects that were considered when we applied our research project.

Furthermore, this study's targets were similar to our research objectives since it made emphasis

exploring the effectiveness of educational games on EFL learning, addressing students' feelings

and perspectives regarding this subject.

Within this framework, the studies addressed at the international level provided us with

useful ideas, regarding methodological and design issues to perform a suitable implementation of

the educational games in our educational setting. However, we must clarify that those studies

were carried out in contexts where English is a foreign language as well. Moreover, the results
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obtained showed that combining technology and video games for educational purposes was

increasing within the current education model. In this sense, we saw how educational games

achieved great acceptance by students and researchers in different international settings,

achieving not only the development of language skills in the learners but also improving their

experience while interacting with the foreign language.

National Context

In the national context, it was evidenced that there were no relevant studies published in

indexed journals related to the development of SGs for teaching EFL. In addition, there were no

studies related to the implementation of SGs to foster reading comprehension. However, we

found three studies that were not published in an indexed journal, but their contribution was

related to the development of educational games in the Colombian context. The first study was

published by Arango-López et al. (2017) who conducted a study in which they compiled a

catalog of gamification patterns that helped the development of games for educational purposes.

In addition, the authors explored some educational institutions to test the hypothesis that the

development of educational games containing certain patterns positively influences students'

motivation. In this sense, Arango-López et al. (2017) provided a list of game patterns that

contribute to increasing students' motivation in the development of educational games both inside

and outside the classrooms. Additionally, Arango-López et al. (2017) concluded that it was

possible to increase student motivation in learning through the implementation of educational

games in the EFL lessons. In this sense, the patterns found in that study addressed some of the

aspects that we included in our game design to carry out our study in order to generate a positive

impact on students' motivation regarding reading comprehension in EFL.


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Furthermore, Camacho and Ovalle (2019) attempted to determine how playing video

games influenced learning new vocabulary on English learners. In this study, the target

population was a group of fifteen students from 8th semester of B.A in English at Universidad

del Tolima. In addition, the authors explored the use of video games beyond the purpose of

entertainment, by adding an educational purpose. Moreover, Camacho and Ovalle (2019)

concluded that the students acquired new vocabulary by playing video games. In this regard, the

use of educational games for educational purposes had a positive influence on students' learning

process. Besides, this study influenced our research regarding implementing educational games

for educational purposes to promote reading comprehension. The results of Camacho and

Ovalles’s study provided a positive foundation to conduct our research, which was the

meaningful vocabulary acquisition in learners using educational games.

On the other hand, Moreno Cadavid and Moreno (2019) developed a systematic literature

review to figure out the gaming elements that help to develop SGs with the purpose of English

teaching. Moreover, this study focused on finding elements that can be combined with

educational aspects for improving English learning motivation. To conclude, Moreno Cadavid

and Moreno (2019) found that the game elements that were considered relevant in SGs were

those that required performing tasks or completing actions. In this regard, the integration of

pedagogical aspects such as feedback, teacher communication, and the improvement of the

student's learning experience contributed significantly to the high-performance development of

learners at the end of the study. Based on this, this methodology underlines the accomplishment

of great outcomes when putting together some games' components such as the adaptability for

developing tasks with didactic purposes. Indeed, during the design of the educational games for
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our research, we also considered this property of digital games in order to provide a digital tool

that appropriately combined technology and pedagogy.

In short, although some authors in the national context had explored the use of video

games for educational purposes, this remained a little explored area within the educational

context, specifically in the area of EFL. In this sense, we considered the contributions made by

previous studies to reaffirm and propose our study, in order to explore and determine how the use

of games contributes to promoted reading comprehension. These results and conclusions, such as

game design patterns, the influence on the acquisition of important vocabulary, and important

elements for a successful development of educational games, were taken as inputs to develop our

study.

Regional Context

In the regional context, we found one article carried out by Aguilar-Cruz and Álvarez

(2021) which was aimed to explore 10th graders' perception regarding the use of the SG Bethe1

Challenge in classroom activities. In this study, researchers applied interviews, pre-test- and post-

test to gather information about the students' perspectives after the development of gamified

activities with the Bethe1 Challenge. The main objective of the researchers in using the pre-test

and post-test was to gather detailed information in order to obtain meaningful results. Finally,

Aguilar-Cruz and Álvarez (2021) claimed that according to the results, students found the

Bethe1Challenge as an interesting and enjoyable game that fosters EFL learning. We did not find

more articles from our region published in this area. However, this article is aligned with one of

the axes of our research, which sought to determine the impact of educational games on students'

interest, motivation, and improvement of reading comprehension in EFL learning process.


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It was concluded that from the international, national, and regional contexts, there was a

tendency to conduct research on the development and application of SGs or educational games in

teaching and learning EFL. Furthermore, after analyzing the previous studies, we concluded that

the development and implementation of educational games contribute meaningfully to the

processes of teaching and learning EFL. However, when we delimited our analysis to the national

and regional context, we realized that they were still a little explored area. In this sense, due to

the background found, it reinforced the need to carry out our research study that contributed to

exploration of the extent of educational games in EFL skill development.

Conceptual framework

The following conceptual framework relates the study theme of educational games to

foster reading comprehension. For this reason, we explored from a theoretical perspective the

constructs that framed this study: Reading comprehension and Educational Games.

Reading comprehension

First, many authors have supported the idea that it is important to foster reading

comprehension. However, it was essential to clarify the concept of reading comprehension.

According to Perfetti et al. (2005) "Comprehension occurs as the reader builds a mental

representation of a text message” (p. 228). In the same way, Kanmaz (2022) affirms that the

“Reading and comprehension process is the most effective way of understanding the reality of

everyday life, facilitating the acquisition of information, and gaining a critical perspective on

phenomena” (p. 2). For this reason, if students manage a suitable reading comprehension level

within the EFL learning process, it facilitates the acquisition of other educational processes too.

Moreover, Pickren et al. (2021) claim that " Reading comprehension is an essential lifelong skill

that can affect students’ ability to learn information across core curricula" (p. 1). As children
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move beyond the beginnings of learning to read, the breakdown of comprehension can be caused

by familiarity with key vocabulary words in the text. Thus, reading comprehension was

understood as the ability to understand writings and internalize their content for the development

of future intellectual tasks.

EFL reading comprehension. Learning a new language involves the development of

multiple skills and mastering reading comprehension is a must in the process of EFL language

acquisition. In this regard, Pardede (2019) states that reading comprehension is the most essential

EFL skill in the learning process, especially in environments in which English is not a second

language. In this sense, reading comprehension is vital to learning and keeping in contact with

English as the language targeted. In addition, Pardede (2019) considered reading as the most

suitable way to receive language inputs in environments lacking English speech interaction. In

this regard, reading comprehension in EFL contributes to the learning process, providing a

meaningful cognitive tool that learners will use to discover new environments with new content

for increasing their intellectual capacity. On the other hand, Alyousef (2006) claims that in order

to improve reading comprehension, it is essential that teachers implement strategies that motivate

and keep students engaged. In this regard, due to the relevance of reading comprehension in the

EFL learning process, it was meaningful to explore strategies that contributed to the students'

engagement in reading comprehension improvement.

Educational games

Another concept to discuss is educational games. In theory, educational games are defined

as tools that allow working aligned content in educational systems for users to learn the content

being worked on (Ritterfeld et., al 2009). Similarly, Tlili et al. (2021) claim that "educational

games are effective tools in enhancing the learning process" (p,215). It showed that the use of

educational games helped the needs of students learning a second language. Likewise, this
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educational game development promotes a significant impact on the processes of learning and

motivation. In fact, Kiili (2004) affirms that "in educational game design both dimensions,

educational goals and gameplay, should be balanced in order to achieve a meaningful entity"

(p.16). Thus, educational games provide a means to offer possibilities for teachers to develop

learning environments. Regardless, Kiili (2004) also claims that due to inadequate presentation of

multimedia learning materials, educational games also run the risk of overloading the player's

working memory through multimedia overload.

The previous information promoted the creation of educational games to foster reading

comprehension since the design of SGs allowed to engage the students’ attention and their

reading comprehension improvement, which was significant and helpful for the EFL learning

process on them.

Educational games in EFL. Educational games are considered a powerful tool for their

positive impact in terms of applicability for addressing educational purposes within the EFL

teaching field. Al-Azawi et al. (2016) state that educational games demonstrated significant value

for enjoyment and there has been considerable success when games were designed to support the

improvement of any communicative skill in EFL students. Therefore, many teacher-researchers

claimed to achieve a high impact on their students not only in their skill development but also in

terms of motivation for the EFL learning through these digital tools. According to Chen and Hsu

(2019) educational games involve enjoyable and formative properties which are attractive for

both teachers and students within the teaching and learning process of a foreign language.

Besides, the use of digital games in EFL teaching did not represent a major obstacle in the field

of management for learners, since many of them were too accustomed to the use of technology in

all areas of their daily lives. Al-Azawi et al. (2016) establish that teenage students develop

abilities and a habit of learning by playing computer games every day, nevertheless, this issue is
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not considered by schools or universities for designing more successful EFL teaching methods. In

the same vein, Solano et al. (2017) suggest that EFL teachers must learn to manage these

technological tools to better serve today's technology-native student population.

Educational games for reading comprehension. The use of educational games to foster

the development of reading comprehension mastery in EFL students has obtained favorable

outcomes for some researchers. In this regard, Chen and Hsu (2019) found that using educational

games to foster EFL learning, helped students considerably in reading comprehension growth

since they were capable to interpret unknown vocabulary, instructions, and missions based on the

keywords and the gaming context. Moreover, Godwin-Jones (2014) claims that educational

games benefit the promotion of reading comprehension by activating the cognitive engine of the

players due to the continuous exposure to unfamiliar vocabulary, and instructions to complete

tasks, where the player must take actions based on the interpretation. Likewise, Pardede (2019)

argues that due to the great growth and transformation of printed information into digital texts,

students are increasingly adapting to reading in electronic environments. In this sense, the

development of reading comprehension skills in EFL students with educational games was a

strategy aligned with the way in which information was currently being read through digital

media or even video games.


32

Chapter III

Methodology

Research Design

This study was framed under the qualitative research methodology since it aimed to

strengthen knowledge in alignment with educational games to foster reading comprehension in

eleventh-grade students at Jorge Eliécer Gaitán High School in Florencia Caquetá. Firstly,

qualitative research emphasizes observation, management and gathering data from the

phenomenon setting that contains behavioral descriptions of the participants and its interpretation

(Vasilachis et al., 2009). Moreover, qualitative research applies several instruments to gain data

that emphasizes texts or opinions recognition rather than numbers to undertake social issues

(Creswell, 2012, p.16). Hence, qualitative research is interested in understanding how individuals

in any given setting understand their experiences, their worldview, and what meaning they attach

to their life background (Merriam et al., 2015).

Type of Study.

Our study was an action research study, which in Creswell’s (2012) words refers to

studies carried out to develop practical solutions to any practical problem in a determined

context. Indeed, these types of research usually follow a community development philosophy that

engages the participation of all its members from the problem-identification phase to the final

stage of applying solutions (Kumar, 2018). Most of cases, action research is carried out by people

in educational settings aimed at collecting data for improving their methodological approaches in

terms of innovating issues they face in their traditional teaching and learning strategies (Creswell,

2012). In this respect, with the employment of this research design, educators from all over the
33

world are seeking to empower, transform, and liberate students from the barriers that block their

self-growth in the learning process (Creswell, 2012).

Research Phases. We defined five phases to accomplish our research objectives.

● Phase one: Apply a needs analysis to identify students’ needs and preferences regarding

games and topics for reading comprehension texts (See appendix B).

● Phase two: Analyze the data from phase one and design the educational games. We

designed four games that involved reading comprehension.

● Phase three: Implement the educational games and survey students after each

implementation. After the final intervention, some students were chosen to develop a

focus group interview (See appendix C).

● Phase four: Analyze and interpret the results from the surveys and focus group

interviews (See appendix D).

● Phase five: Write the conclusions and the pedagogical implications of our study. Share

these results with the educational community.

Data collection instruments

We selected two data collection instruments to collect data during the pedagogical

intervention. The instruments that were used were surveys and focus group interviews aimed at

gathering the necessary data to achieve our research objectives.

Surveys. Creswell (2012) define surveys as a data collection tool that allows for the

analysis of data and compares statistically to verify the hypothesis of a study. Also, Creswell

(2014) claims that surveys collect data from a certain population where a trend is usually

obtained based on the opinions of a certain population. In this sense, surveys helped us to
34

understand students’ likes and preferences regarding reading comprehension topics and their

desire to use games in the classroom. Additionally, surveys served to track students’ reading

comprehension improvements during the implementation of the games.

Focus Group Interviews. Interviews are a tool that allows for visualizing the

participants' perceptions, interests, and opinions regarding specific issues (Vaughn et al., 1996).

Also, Creswell (2012) claims that focus group interviews allow for collecting comments and

interaction between participants. Hence, focus group interviews serve to detect and reveal

expected or unexpected results in a study from the participants' perspective (Vaughn et al., 1996).

In other words, focus group interviews help researchers to take into account participants' opinions

and obtain detailed data. In the same vein, Kelly (2003) claims that focus group interviews are

designed to elicit information about students' attitudes or opinions based on their experience

following their participation in a study of a particular phenomenon. Focus group interviews

provided us with data to deepen our knowledge of students' reading comprehension learning

processes, and understand how students interacted with the games.

Setting and Participants

This research was carried out at the Jorge Eliécer Gaitán High School, located in the

urban area of Florencia in Caquetá. The participants enrolled in our study were 30 students from

11th grade from the English Emphasis group that the school offers. These students had good

English learning performance; however, it was evidenced that they had issues when reading tasks

were delivered by the teacher. The group had 30 students, of which 20 were women and 10 were

men, whose ages varied between 15 and 18 years.


35

Instructional design

Our research was aimed at describing the implications when applying educational games

with game-based learning approaches to reinforce reading comprehension skills in 11 th graders of

a public institution. In this order of ideas, Solano et al. (2017) highlight the need of doing

research on this type of English teaching strategy, related to technology usage, when contributing

to the development of students' communicative competences. In addition, the increase of

technological management in education in recent years raised the teachers' interest to propose

alternative methodologies to implement in their classes. All this seeks to improve not only the

process of learning a foreign language but also the students' experience in relation to knowledge

acquisition and the development of their communicative skills. However, these innovative ideas

that involve the use of technological resources had certain limitations depending on the

educational context in which they were expected to be developed. In our country, Colombia, it is

still very exhausting to try to carry out these projects because of all the possible difficulties that

can be found within educational settings.

In this sense, to accomplish our research objective, we decided to implement four

pedagogical interventions where we invited eleventh graders to participate in digital games'

utilization to strengthen their reading skills. Indeed, Al-Azawi et al. (2016) state that Game-based

learning promotes the students' active participation in the learning process while they develop

activities on digital games, then it makes the learning experience more attractive by bringing joy

to the learning process. Thus, we found a digital platform called RPG MAKER where we

successfully designed a four-level interactive game with a game-based learning approach. This

free-to-use platform gave us the opportunity to use its interface and all its graphic resources to

create four different environments with different philosophies. Furthermore, the RPG MAKER
36

software, as an additional positive aspect, did not require an Internet connection either for the

creation of the games or to play them once they were launched. Initially, for the elaboration of the

instructions and the interactive script of the game we took into consideration the contents

suggested curriculum for the teaching of English by the MEN in Colombia. Hence, we were able

to adapt a more specific vocabulary to the needs and level of proficiency of our students. In the

following section, we describe our pedagogical intervention.

Pedagogical intervention

According to Al-Azawi et al. (2016) the main objective of all educational games focused

on game-based learning approaches is clearly to foster learning and enhance the student's

experience while developing a certain set of skills or a specific one. Following this line of

suggestions, the educational games that we designed and implemented during the pedagogical

interventions, with RPG MAKER, had a specific learning objective for the students to pass all the

levels until reaching the end of each game. In the following table, we briefly outlined the

pedagogical intervention for the implementation of each game in the classroom environment.

Table 1.
Pedagogical design.

Stages Intervention 1 Intervention 2 Intervention3 Intervention 4


Pre Introducing the Taking the Taking the Taking the
RPG MAKER participants to the participants to the participants to the
program to the computer lab. computer lab. computer lab.
participants.
Explaining the Explaining the Explaining the
Asking students to content of the game, content of the game, content of the game,
sign informed the type of the type of the type of
consent with their vocabulary, and the vocabulary, and the vocabulary, and the
guardians. number of players number of players number of players
allowed per desktop. allowed per desktop. allowed per desktop.
Taking the
participants to the
computer lab.

Explaining the
37

content of the game,


the type of
vocabulary, and the
number of players
allowed per desktop.
While Asking students to Asking students to Asking students to Asking students to
play the first game play the second play the third game play the fourth game
called My grandpa's game called My first called Amazonian called Diamond
farm, which house, which warrior, which Hunter, which
involves the involves the involves defeating involves stealing
development of exploration and enemies to free the diamonds from
several farm tasks. acquisition of a captive animals, in relatives in several
house according to the jungle. locations.
the player's choice.
Post Surveying students Surveying students Surveying students Surveying students
to evaluate the to evaluate the to evaluate the to evaluate the
implementation of implementation of implementation of implementation of
the game. the game. the game. the game.

It is necessary to clarify that the intervention process took place in the Technology Room

of the school. The game installation process on each computer was a long procedure we carried

out before taking the students to the lab for the pedagogical application. After we made sure that

all the games worked correctly on each computer, we proceeded to explain the content of each

level of the overall game. In this sense, we explained to the students that they would play one

level per class intervention, in which they would find vocabulary related to animals, family

members, places of the city, places of the house, colors, numbers, fruits, vegetables, and

directions, that they were previously taught from sixth grade until eleventh grade. In addition, it

was emphasized that they had to follow the instructions given by the game to complete each task

until they finished the level satisfactorily. Also, we told the students to ask the teachers about any

doubts or concerns regarding unknown vocabulary or any issues with the development of the

game. Then, the students were invited to enter the game and start following the instructions given

one by one, so that it was an honest job. After finishing each level of the game, we asked each

participant to evaluate several aspects of the game application from 1 to 5, through a rating scale

survey we developed using Google forms (see Appendix C).


38

In this order of ideas, in the first intervention, the students played a game called My

Grandpa’s Farm, in which they coped up with ten farm tasks they needed to accomplish in order

to finish the game. This game level mainly contained vocabulary of animals, colors, vegetables,

fruits and numbers. In order to complete the ten tasks, they had to walk all around the backyard

of the farm to carry food and see all the animals. For each task done, the players earned one

diamond, so they needed to gain ten diamonds to fulfill the mission. Those tasks were related to

feeding the animals or describing them, also, they needed to answer some quick questions

correctly regarding the physical appearance, and favorite food of the animals. Therefore, during

this first level of the game developed with RPG MAKER, the players' main objective was to use

their reading skills to understand the game's indications so that they could complete the ten tasks

to win the match (see Figure 4).

Figure 4
Example of game-level 1, at the backyard of the farm.
39

During the second pedagogical intervention, students played the game-level number two

called My First House. In this game level context, students were asked to visit three different

houses in a neighborhood, by a seller. In the end, students had to choose one of three houses

according to their preference, which would become their property for good. In this game-level

students dealt with more complex English structures, and vocabulary regarding to places of the

house and household stuff. Over the course of the game, students had to interact with the seller,

and follow her directions to correctly explore each of the three houses from top to bottom, where

they would find quick questions about vocabulary and other topics. Hence, during this second

level of the RPG MAKER games, the mission of the players was to use their reading skills to

understand the seller's guidance to explore the three houses and pick one of them at the end of the

match (see Figure 5).


40

Figure 5.
Example of game-level 2, the neighborhood.

Eventually, during the third pedagogical intervention, the students played game level

three of the RPG MAKER game called Amazonian Warrior. The purpose of this game level was

to free several animal species from a gang of animal traffickers, in different locations in the

jungle. To accomplish this, players had to cope with vocabulary related to animals, places of the

jungle, and many instructions provided by the dynamics of the game. Moreover, students had to

defeat all the traffickers while they were walking in the jungle. Once they overcame all the

traffickers, the wild animals were immediately freed from their captivity and a portal was opened

for the player to go to another location to free more animals and defeat more traffickers. In the

end, the player was congratulated by the local people of the jungle for helping them to save the

wild animals. In short, through the students' reading skills, they were immersed in a context
41

where helping to save the animals was the main objective. In addition, the game's graphical

design helped them to understand all the indications of the game's dynamics and other issues,

putting into practice their pragmatics skills. (See Figure 6).

Figure 6.
Example of game-level 3, second location.

Finally, during the fourth pedagogical intervention, the students played the fourth game

level of the RPG MAKER game called Diamond Hunter. In this game level, students faced

vocabulary concerning family members mainly, locations, directions, means of transportation,

and so others. To successfully complete this last game level, students had to help the main

character join his family again by stealing different diamonds from his closest relatives, in
42

different geographical locations such as cities, floating castles, and islands. To accomplish this

objective, students had to lead the search by comprehending all the indications given by the

game’s dynamics to catch the diamonds and escape fast from the relatives’ houses or apartments

without being caught. In the end, the main character of the game thanked the player for the help,

and all the family members visited him to take back their treasures and spend some time together

again. Thus, students used their previous knowledge of vocabulary seen in the previous levels,

and their reading skills to follow instructions correctly and overcome all the challenges of this

last level (See Figure 7).

Figure 7.
Example of game-level 4, at the cousin's apartment.
43

Consequently, at the end of the development of the four pedagogical interventions, the

appropriate performance of the students through the RPG MAKER game faces was evidenced.

Based on Al-Azawi et al. (2016) Game-based learning triggers students' meaningful learning

from the relevant praxis of language to motivate learning and solving problems actions. This was

highly evidenced when students faced real situations in the digital environments in which they

were highly engaged with the games and very enthusiastic to continue playing them as well. In

addition, taking into account the varying attitudes of the participants towards the research

objective, we developed a series of focus interviews, in which we asked the students about their

viewpoints in a general way on aspects such as the feedback about the development of their

reading skills, and the engagement and motivation they felt throughout the educational games.

Hence, we collected a considerable quantity of data to analyze and interpret in order to answer

our research question.


44

Chapter IV

Data Analysis and findings

In this section, we announce the method used to analyze the data collected. Likewise, we

describe the development of the process and its results, from which we proceeded to deliver our

conclusions and the corresponding discussion. In this order of ideas, we report the categories or

central axes of the project, which served us as inputs to answer our research question previously

mentioned in the document.

Data analysis procedures

For the analysis of the data collected, we found it appropriate to adopt the grounded

theory approach for two main reasons. First, according to Creswell (2012) the grounded theory

establishes a systematic and qualitative method for doing research that allows the creation of new

theories based on the exploration and reflection of specific processes, activities, or interactions in

a particular setting. Thus, the description of events around educational topics, in order to generate

findings objectively, was more related to this type of methodological approach in the analysis of

data of a non-quantitative origin, as in this research project. Second, the application of this data

analysis system suggested organizing the information by codes and then segmenting it axially

during its study process, simultaneously (Creswell, 2012). In this way, by conducting this flexible

approach, researchers can build a web of facts, reflecting on the codes found in the data

collection instruments, while developing the respective tabulation and definition of the different

categories and their subcategories, from which the results emerged. In short, the grounded theory

usage helps researchers from the educational field by conducting an in-depth analysis of

qualitative data to integrate the information gathered and support it with theoretical arguments as

well, aimed at strengthening the reliability of the findings.


45

Data triangulation

For the analysis of the data collected, we followed the triangulation method. In this sense,

Merriam and Tisdell (2015), claim that the triangulation method allows the analysis of the data

collected by more than one collection tool. In this regard, triangulation is appropriate for

comparing the results obtained from surveys and interviews in order to target the objective of

answering the research question. Furthermore, Merriam and Tisdell (2015) state that the data

analysis through the triangulation method supports the credibility and efficacy of the research. In

the same vein, Rossman and Wilson (1985) claim that triangulation serves as a reinforcement for

the rescission of the results. As mentioned above, following triangulation as a method of analysis,

we sought to obtain validity and precision in the results.

Research categories

After having established and conducted the analysis following the grounded theory and

the triangulation method, we were able to achieve a categorization that is shown in Table 2.

Table 2.
Research categories

Research question Category Subcategory


Implementing educational Reading texts through educational
games in the classroom games facilitated students’ engagement.
promoted student’s Innovative teaching strategies increased
motivation for enhancing students’ motivation in reading
How does the EFL reading
implementation of comprehension.
comprehension.
educational games foster
reading comprehension in Keywords helped students to
11th graders at Jorge Eliécer Games mechanics understand instructions in game texts.
Gaitán High School? triggered students’ EFL The graphic design of educational
reading comprehension. games strengthened the students’
understanding of game texts.
46

Findings

This section is aimed at showing the findings and the discussion of the data contained in

categories linked to the subcategories. This, with the purpose of determining how the

implementation of educational games fostered reading comprehension in students. Therefore, the

discussion was carried out under two main categories, the first is implementing educational

games in the classroom promoted students’ motivation for enhancing reading comprehension,

and the second is Games mechanics promoted students’ reading comprehension.

Implementing educational games in the classroom promoted student’s motivation and learning

for reading comprehension

This category is focused on the implementation of digital games for educational purposes

to stimulate motivation and benefit students' reading comprehension. Chen and Hsu (2019) claim

that students become motivated after developing activities in which educational games are

involved. In this sense, the use of educational games as a teaching strategy in the classroom had a

positive impact on students. Also, Chen and Hsu (2019) reinforce the statement that

implementing games in the educational environment strengthens motivation in the learning

process. Bearing this in mind, motivation was highlighted as a fundamental aspect of learning as

a result of the development of games in the educational environment. This demonstrated that the

development of the classes can take advantage of games as a complement that can genuinely

provide benefits to the English learning process. Also, this category contains two subcategories

that involve, reading texts through educational games facilitated students’ engagement, and

innovative teaching strategies increased students’ motivation in reading comprehension.


47

Reading texts through educational games facilitated students’ engagement. This

subcategory contained students' perspectives and findings regarding students' engagement in

reading texts in educational games. In this concern, Tlili et al. (2021) pointed out that the

attractiveness of educational games contributes to easily engaging the students in the learning

process on any skill. In this regard, 11th graders showed very high acceptance when reading the

texts in the games, which allowed them to interact in real time with the content itself due to the

game's logical design. In fact, the students were very concentrated, and they performed

appropriate behavior during the whole class. Therefore, the digital interface of educational games

generated a positive response, stimulating participants who were attracted and intrigued to

continue with the development of the game dynamics. Furthermore, Solano et al. (2017) state that

the traditional means of teaching English do not generate the same scope of engagement as digital

tools do. In this respect, reading texts in the game meant a more pleasant cognitive exercise for

students than reading in non-interactive means. This was evidenced by the high average gained

on the survey's results at the end of the implementation of the game (see Table 3).

Table 3.
Exit Survey question 5.

Reading texts in the game is more attractive and


engaging for me than printed texts.
Class 1 Class 2 Class 3 Class 4
Mean 4,48 4,44 4,48 4,60
SD 0,63 0,78 0,68 0,56

As we can observe, the table above indicated a high average expressed in number as a

response of the participants to their preference between reading texts in the game and in non-

interactive media at the end of each class intervention. In fact, in the following table, we show

similar results when participants were directly asked about the level of engagement they felt
48

during the game’s interventions (see Table 4). The high average achieved in each of the classes

evidenced the significant impact of this type of strategy for the improvement of reading skills in

students of English as a foreign language in this educational setting. At the same time, it was also

evident that the increase in the average was progressive over time, as more interventions were

implemented.

Table 4.
Exit Survey question 2.

I felt engaged playing the game during the English


class.
Class 1 Class 2 Class 3 Class 4
Mean 4,30 4,44 4,41 4,53
SD 0,61 0,63 0,68 0,62

As we presented above, reading texts through educational games received a great average

of acceptance in the surveys among the participants of the research. In addition, we can support

these results through some of the students' answers during the focus group interviews, where

points of view such as the following participants stood out:

En mi opinión, es muy aburrido estar ahí todo el tiempo, en teoría, y solo escuchar al profesor hable y hable,

y una que otra actividad para leer en una hoja. Eso es muy aburridor, muy monótono, y no llama mucha

atención del estudiante. Al contrario, por medio de esos juegos es más interactivo, me parece que es muy

bueno porque uno se entretiene, a uno le parece muy chévere... para mi es mejor lo práctico que lo teórico

(SPK 10).

In this viewpoint, we noticed how the student was quite emphatic in describing the non-

interactive reading activities in the classroom as neither very stimulating nor interesting. But

then, the student uttered that educational games were a positive strategy for the development of

activities related to reading comprehension since they provided him with a great source of
49

interaction and enjoyment. All in all, reading texts through educational games provided an

appropriate environment for students to be engaged during the development of the game which

supplied benefits to the learning process and the development of EFL target skills.

Innovative teaching strategies increased students’ motivation in reading comprehension.

This subcategory indicates the students' enthusiasm for executing new teaching strategies

aligned to technology usage. Indeed, Solano et al. (2017) state that students are not afraid of

continuous interaction with technology in the classroom; in fact, they love the use of technology

and welcome this type of teaching strategy for a longer period. This was evidenced due to the

favorable attitude and disposition performed by the eleventh-grade students for the

implementation of the activities since they always gave preference to these spaces and executed

the exercises in a very comfortable way. In fact, Godwin-Jones (2014) states that the

implementation of educational games is very attractive to teenagers because technology is part of

their cultural identity since they daily interact with it, so they are very accustomed to it. In

relation to this, we found one student’s perception in the focus group interview that supported

this line of thought:

Hoy en día todo usamos un computador, un teléfono celular, una Tablet. Además, cuando a uno le

dicen que va a jugar un juego en este tipo de aparatos electrónicos, uno se va a interesar más,

porque uno está más acostumbrado a usarlos (SPK 11).

In this order of ideas, innovative strategies within the educational contexts for the reinforcement

of communicative skills motivated learners and had a successful adoption by the audience who

always wanted to acquire new knowledge through the creativity of teachers, and if technology

was involved, it was even better. Hence, through the survey, we obtained positive insights from
50

the students’ perceptions regarding their desire or willingness to play educational games in the

future (see Table 5).

Table 5.
Exit survey question 3.

I would like to continue playing this kind of educational game in my


future English classes.
Class 1 Class 2 Class 3 Class 4
Mean 4,58 4,51 4,58 4,60
SD 0,62 0,73 0,62 0,56

As evidenced above, innovative teaching ways increased learners' motivation for English

learning. These same results were evidenced in the next question of the survey, where the

participants recognized the reliability of this teaching method for their reading proficiency

growth (see Table 6).

Table 6.
Exit survey question 8.

I consider that educational games contribute to the improvement


of my reading comprehension skill.
Class 1 Class 2 Class 3 Class 4
Mea
n 4,55 4,55 4,62 4,63
SD 0,57 0,82 4,49 0,61

Therefore, the high average in both Tables 5 and 6 meant that this type of innovative

strategy to strengthen reading comprehension skills really motivated students to move forward,

not only with the development of their reading proficiency but also using the educational games’

strategy. Furthermore, this statement was supported by an excerpt from the focus group interview

in which we realized that educational games enhanced not only EFL reading skills but also

motivated students:
51

Investigadores: ¿Como se sintieron al jugar cada uno de los juegos?

El juego hace que todo sea más divertido y pues uno al momento de leer se va emocionando porque va

jugando y cumpliendo los retos del juego (SPK16).

A mí me pareció que el juego que era muy divertido y eso hizo que yo quisiera jugarlo cada vez más para

aprender más vocabulario (SPK20).

A medida que fui jugando me pareció muy divertido, podía entender y pues eso motiva demasiado, pues

realmente me quedó gustando los juegos y como que quería jugar más (SPK05).

These statements lead us to establish that educational games increased students'

motivation to keep improving their reading comprehension skills by acquiring new vocabulary

while playing an amusing game. In addition, it also fostered language learning engagement due to

the language interaction they constantly have through the different levels of the game (Godwin-

Jones, 2014). In short, educational games engaged learners to work on the development of their

reading comprehension in a more dynamic and enjoyable way, which was more in line with their

lifestyle in relation to the use of technology not only for entertainment but also for education. In

short, young learners were more interested when conducting innovative activities for the

development of communicative skills using technology than in exercises directly conducted by

teachers through traditional printed material.

Game’s mechanics trigger students’ reading comprehension

The second category presented the 11th graders’ insights on how the mechanics of the

educational games helped them to understand the different texts and, consequently, to follow the

indications to advance in the game match. To clarify, according to Godwin-Jones (2014) the

mechanics of digital games promote player effort and commitment to try to decrypt the unknown

information and thus understand the tasks in order to advance to the next level, or on the contrary,
52

the player must stay longer in the level until this cognitive process can be executed. In

educational terminology, this cognitive input was translated into learning because if players

wanted to manage a better performance within the game's dynamics they had to memorize and

internalize the vocabulary throughout the levels. Moreover, due to the game dynamic, this

vocabulary tended to be repetitive along the gameplay, so players eventually needed to recall it to

clearly understand another mission, task, or indications. On the other hand, Perfetti et al. (2005),

state that inference is a fundamental cognitive tool for the proper comprehension process of a

text. In this order of ideas, the visual organization of the game played a meaningful role in

helping students to pragmatically identify the meaning of unknown vocabulary easily. Thus,

players made inferences more easily due to the simple use of language, coherence, and

connection of events in the course of the game (Godwin-Jones, 2014). Thus, the mental process

of the players was developed in a more efficient and direct way, saving time while playing

without feeling frustrated by the unknown words, since the visual context of the game supplied

them with key elements for their interpretation. Correspondingly, this category contains two

subcategories regarding to, keywords helped students to understand instructions in game-texts

and the graphic design of educational games strengthened the students’ understanding of game-

texts.

Keywords helped students to understand instructions in game-texts. This subcategory

involves the students’ perceptions regarding how the keywords within the game texts helped

them to comprehend the statements and follow the instructions. In this respect, Chen and Hsu

(2019) state that the vocabulary included in the texts of the games must serve as clues to

understand unknown terms to comprehend the game tasks. In this sense, all the instructions in the

educational games contained vocabulary that worked as clues to achieve the main objective
53

which was guiding the participants through each of the interactions and phases of the game.

Furthermore, this statement was supported by the students' feedback we gathered in the focus

group interviews, in which they expressed the effectiveness of using keywords in the instructions

for their reading comprehension process:

Yo creo que si aprendí, porque las instrucciones del juego eran entendibles (SPK 07).

En mi opinión yo creo que el juego me ayudó a mejorar mi comprensión lectora porque pude entender las

instrucciones dadas por el juego y también pude mejorar gracias al vocabulario que tenía el juego (SPK 02).

Thus, the keywords in the instructions of the games worked as expected, prompting the

students to continue playing to develop the games’ tasks properly. This assertion was also

supported by the overage increase displayed in the following table in relation to the pedagogical

interventions advance (see Table 7).

Table 7.
Exit survey question 7.

I was able to comprehend the instructions based on the keywords to


finish the game
Class 1 Class 2 Class 3 Class 4
Mean 4,37 4,48 4,51 4,73
SD 0,67 0,63 0,63 0,44

Based on the table, the keywords were a successful resource for students to overcome

hesitation issues in understanding the instruction given by the game mechanics. According to the

behavior of the numbers in the table, it was evident that students used strategies to internalize and

adapt to the language of the game. Also, their game fluency increased as they moved forward to

the different game levels because they already knew the terminology which allowed them to

think quickly and advance faster. In this respect, the following table displays the average
54

acceptance obtained regarding the use of educational games to increase reading comprehension

degree in EFL students (see Table 8).

Table 8.
Exit survey question 4.

I think this educational game contributed to my learning


process on reading comprehension.
Class 1 Class 2 Class 3 Class 4
Mean 4,62 4,44 4,58 4,56
SD 0,56 0,63 0,68 0,67

According to the information displayed in the table, we stated that the general feedback

from the students regarding the strengthening of their bases to become future readers in the

foreign language was positive. Thus, they highlighted this methodology was effective in

promoting the strengthening of the background of the communicative skill, as was evidence in

the next student's insights from the focus group interviews:

La verdad yo creo que la estrategia me ayudó demasiado a mi comprensión lectura porque en el juego casi

siempre se basaba en escritos pequeños que me ayudaban y me daban pistas sobre lo que tenía que hacer

y además tenía muchas palabras claves (SPK 31).

Yo pienso que el juego si ayuda a mejorar la comprensión lectora en personas que tengan

menos conocimiento del inglés por el vocabulario (SPK 29).

Sí me ayudó a mejorar mi comprensión lectora porque en el juego me pareció mucho vocabulario clave

además, las instrucciones eran fáciles de entender y entonces el juego está muy bueno (SPK 09).

Sí el juego me ayudó porque a pesar de lo poco que se llegue a entender bastante las instrucciones y así

pues se me facilitó mucho comprender y desarrollar las actividades (SPK 17).


55

In short, the above results supported that using keywords on the game texts boosted the

students reading comprehension process. It means that the keywords facilitated the whole

cognitive process for students to accomplish a stronger willingness to all the challenges of the

game. In this line of thought, Pardede (2019) suggests that when implementing digital text

strategies to promote students' reading comprehension, teachers should facilitate these types of

strategies in order to improve students' recognition experience of texts with complex structures.

Thus, we noticed how crucial it was to use a familiar language for EFL learners so that their

engagement was not interrupted, and the game was completed in the best possible disposition.

The graphic design of educational games strengthened the students’ understanding

of game-texts. This subcategory highlighted the relevance of the graphic design of educational

games to support the comprehension of the game texts. According to Godwin-Jones (2014) when

students play the game activates their pragmatic ability to advance in the game, even when they

do not understand the keywords. In this way, the graphical design of the game allowed them to

comprehend the vocabulary and indications, only considering what the context offered to them.

Furthermore, Hanandeh et al. (2018) conclude that in educational games the visual aspects, the

storyline, and the challenges are characteristics that are attractive and make students immerse

themselves in playing the game and internalize the content. In this respect, the visual effects in

the design of the educational games were fundamental, helping to understand the game

instructions by connecting the text's content with the graphics elements. Hence, in the following

table, we report the average acceptance obtained regarding the use of the graphic context of the

game to better understand the game instructions by the students (see Table 9).

Table 9.
Exit survey question 6.
56

The vocabulary used in the game was easy to understand due to


the context.
Class 1 Class 2 Class 3 Class 4
Mean 4,51 4,31 4,55 4,63
SD 0,68 0,71 0,68 0,61

From the above table, we affirmed that the graphical elements in the game constituted an

extra resource that was also highly examined by the students to guide themselves through the

game, even without having identified keywords. In this order of ideas, we attach the following

table with the students' judgments about the difficulty they encountered in following the

instructions of the game, to better support this subcategory (see Table 10).

Table 10.
Exit survey question 1.

I consider that the instructions in the game were easy to


follow.
Class 1 Class 2 Class 3 Class 4
Mean 4,69 4,45 4,45 4,60
SD 0,60 0,69 0,74 0,56

Based on the table above, the students did not feel any major difficulties in figuring out

the instructions of the game. This was interpreted in favor of the graphic design of the game,

which complemented what was exposed in the instructions of the game so that the students

advanced with calm and confidence in each of their movements over the maps. These statements

were also supported by the students' perceptions in the group focus interviews:
57

Yo considero que el juego me ayudó a mejorar mi comprensión lectora por qué si había palabras que no

conocía la verdad no eran muchas y con el contexto de las demás instrucciones visuales era más fácil lograr

comprender lo que significaba cada palabra desconocida (SPK 08).

Si uno no llegaba a entender algo pues el contexto del juego lo guiaba. Por ejemplo, decía vaya al norte a la

izquierda y el juego le mostraba a uno para donde poder ir (SPK 16).

El contexto que daba el juego era pues, muy divertido, o sea, uno se siente motivado a seguir jugando y a

conocer más, o sea de aprender más vocabulario (SPK 11).

También se volvía muy curioso todo lo que había en el juego, las interacciones, lo que pasaba en cada lugar

al que nos movíamos en el juego (SPK 23).

También me gustó la implementación de los muñequitos, los dragones, las plantas y los

escenarios para entender mejor el juego (SPK 38).

Even though, we found students' comments where they stated that the graphic design of

the educational games caught their interest to play even when they did not feel interested in

digital gaming.

Yo no soy de jugar videojuegos, pero el hecho de uno ver vocabulario en un contexto diferente al estar en
un tablero es una forma de aprender así rápida porque hay personas que aprenden visualmente (SPK28).

Finally, according to the information collected, the students judged the incorporation of

graphic elements in the games as very effective to facilitate their cognitive process of

interpretation. In this regard, Godwin-Jones (2014) affirms that the approach when designing the

game is to try to add graphic elements and effects that serve as second alternatives so that the

player can understand pragmatically what he cannot understand in written language. In this sense,

all the visual aids incorporated into the game interface helped the students enhance their reading
58

skills. At the same time, these factors stimulated their curiosity and enjoyment when

accomplishing the game activities.

Chapter V

Conclusions and Pedagogical Implications

This section compiles the conclusions we reached after analyzing the data and the

discussion. Also, this section includes the pedagogical implications, limitations, and

recommendations for future research.

Conclusions

In conclusion, the implementation of educational games in 11th graders at Jorge Eliécer

Gaitán High School fostered reading comprehension skill improvement because educational

games provided them with a more interactive, fun, and comfortable environment for carrying out

activities aimed at strengthening communication skills.

In the first place, the use of educational games fostered EFL students’ motivation to

improve their reading skill. In this regard, we found that reading texts in games facilitated the

students’ engagement for developing all the activities. In this sense, carrying out reading

activities in digital environments was more engaging for EFL students than using traditional

methods by the printed text. In addition, we found that innovative teaching strategies increased

the students’ engagement in reading comprehension. Hence, students felt comfortable when using

the game program since they were all digital natives. Based on this, digital tools did not mean any

obstacle for young students, on the contrary, they all became much more interested in practicing

and learning.
59

In the second place, we found that the interactive game mechanics of the educational

games such as keywords and elements in the graphic design activated students’ EFL reading

comprehension. firstly, we found that the keywords meant a useful aid for students to

successfully understand the tasks and challenges to overcome obstacles and reaching the end of

the games. Secondly, we realized that the graphic elements in games supported students to

pragmatically comprehend games instruction as well. In short, Keywords and the graphic design

of educational games worked as a useful teaching and learning strategy since they impacted in a

positive way the students’ development of their EFL reding comprehension skill through this

innovative technique.

Pedagogical Implications

Firstly, we consider that it is necessary for more EFL teachers to make use of this type of

strategy in their classes since it helps students feel motivated to learn and improve their reading

comprehension skill. In this sense, we recommend teachers evolve towards the adoption of

innovative and interactive instruction methods supported by digital tools to obtain the benefits

executing educational games. On the other hand, we suggest EFL students to encourage the

autonomous elaboration of activities that increase their vocabulary level and their EFL grammar

management. Finally, it is necessary that more researchers investigate what motivates students to

use video games to learn English due to the lack of studies in our region regarding to this topic.

Limitations

Notwithstanding the positive results of this study, we faced some limitations during the

development and implementation of the strategy. Firstly, game designing is a time-consuming

task due to the number of elements that had to be included in each of the scenarios, levels, and
60

the adaptation of the English topics in each of the games. Secondly, during the implementation of

the strategy, the number of devices available was part of the obstacle faced in the interventions.

There were few computers in the Technology Room and some of them were not working. So, in

some interventions, we asked students to share computers. In short, the lack of enough

technological resources or computers in the educational institution was a factor that delayed the

implementation of educational games to foster reading comprehension in EFL.


61

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Appendixes

Appendix A. Informed consent


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Appendix B. Need analysis survey


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uuuuuiy
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Appendix C. Exit Survey


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Appendix D. Focus interview questions

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