The aim of this study was to determine the impact of using Genially games for enhancing English as a foreign language (EFL) reading and writing skills. The participants were 48 students from the A2 level, according to the Common European Framework of Reference for Languages (CEFR). They were enrolled in two reading and writing courses at a private university in Loja, in the south of Ecuador. The participants were organized into an experimental (n = 23) and a control group (n = 25). A mixed-method approach was used for collecting and analyzing data in this research. Pre- and post-tests were administered to all the participants; furthermore, a perceptions survey was applied to the experimental group. This study involved an online instructional process in which Genially game-based activities were implemented for practicing reading comprehension as well as paragraph and essay organization. The results showed that the use of Genially games was effective to enhance EFL reading and writing skills. An increase in the experimental group’s scores was evident for the reading skills, specifically when they had to identify main ideas, supporting details, and other elements of a reading passage. Regarding writing, they showed improvement in terms of recognizing accurate grammar and vocabulary, organizing ideas, and demonstrating awareness of essay organization. Participants also had a positive perception toward the use of game-based activities, which also increased their motivation. Further research should consider planning, game design, implementation, evaluation, and feedback.
The purpose of this study is to analyze the use of digital games to enhance English as a Foreign Language (EFL) grammar and vocabulary in the English Major of Universidad Técnica Particular de Loja, in southern Ecuador. A total of 68 students from B1 level, according to the Common European Frame-work of Reference for Languages (CEFR), participated in this study. All the par-ticipants were enrolled in two different classes of a Communicative Grammar course. A mixed-method approach was used to collect and analyze data in this study. Pre and post-questionnaires as well as writing rubrics were applied as in-struments. Digital games were implemented throughout an academic term of 5 months in which students received permanent feedback. The results show that digital games were useful to improve learners´ grammar in aspects concerning the use of modals, gerunds, and infinitives; also, students showed an improvement in their vocabulary knowledge, especially in topics related to jobs and education.
The present study is aimed at analyzing the impact of digital sto-rytelling on English as a Foreign Language (EFL) pre-service teachers’ writing skills. The participants were 101 students, who were enrolled in four distance courses of the English Major at a private university in Ecuador. Their ages ranged between 19 and 22 years old. They were divided into one control (49) and one experimental (52) group since this study used a quasi-experimental approach combined with a mixed-method design. The instruments included a pre-question-naire, a pre-test, a post-questionnaire, and a post-test. The main findings show that there was a significant improvement in students’ writing skills, particularly in aspects related to grammar and vocabulary. In addition, digital storytelling us-ing Storybird was perceived as a useful strategy to develop the participants’ EFL writing skills since they were more engaged in activities that allowed them to demonstrate their knowledge when designing narrative projects.
This study was conducted to identify teachers' and students' perceptions regarding the internal factors that influence English as a Foreign Language (EFL) learning in the southern region of Ecuador. The participants were 257 children, who answered a questionnaire about motivation, anxiety, willingness, self-efficacy and memorization when learning English skills. The English classes that these students took were observed during a three-month period. In addition, eight teachers were interviewed in order to know their views about the students' internal factors in EFL learning. After analyzing the data quantitatively and qualitatively, the results evidenced that, according to the participants' perceptions, motivation decreases depending on the students' age and the type of skills. Furthermore, anxiety when speaking in front of the class and doing listening activities increases as the students get older. Students are also self-efficient in the classroom, and they recall what they have learned. All the implications that can be derived from these factors should be carefully analyzed by educational stakeholders in order to help students succeed in the learning process.
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