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International Journal of Serious Games
The Bethe1Challenge initiative evaluated integrating mobile-assisted language learning (MALL) as a pedagogical strategy for 10th-grade students in Colombia.
The Bethe1Challenge initiative demonstrates the efficacy of serious games and gamified activities in fostering English language acquisition among 10th-grade students in Colombia. Conducted during the COVID-19 pandemic, this research evaluates the integration of mobile-assisted language learning (MALL) as a primary pedagogical strategy. The central thesis posits that while digital tools significantly enhance student motivation and engagement, the success of such interventions relies heavily on deliberate instructional design rather than the technology itself.
Quantitative and qualitative data collected over a 10-week academic term reveal substantial improvements in student performance. Pre- and post-test results indicate a statistically significant increase in English proficiency, with 76.5% of participants reporting that the platform effectively improved their grasp of vocabulary and grammar. Furthermore, 94.1% of students expressed high levels of motivation, confirming that gamified mechanics serve as a powerful catalyst for active participation in remote learning environments.
Despite these positive outcomes, the study identifies critical systemic barriers that hinder the scalability of serious games. Technical challenges, including unequal access to reliable internet connectivity and hardware, alongside the need for more robust teacher training, remain significant obstacles. Future implementations must prioritize the resolution of these infrastructure gaps while expanding game mechanics to include more collaborative features. Ultimately, the findings underscore that when strategically deployed, serious games provide a viable and engaging framework for language education, provided that pedagogical objectives remain the focal point of the digital experience.
DiGRA · 2009