Exploring the role of interactive games in improving Spanish spelling skillsA Mobile App study

  1. Vázquez-Cano, Esteban 1
  2. Bernal-Bravo, César 2
  3. Ballesteros-Regaña, Cristóbal 3
  4. López-Meneses, Eloy 4
  1. 1 Universidad Nacional de Educación a Distancia
    info

    Universidad Nacional de Educación a Distancia

    Madrid, España

    ROR https://ror.org/02msb5n36

  2. 2 Universidad Rey Juan Carlos
    info

    Universidad Rey Juan Carlos

    Madrid, España

    ROR https://ror.org/01v5cv687

  3. 3 Universidad de Sevilla
    info

    Universidad de Sevilla

    Sevilla, España

    ROR https://ror.org/03yxnpp24

  4. 4 Universidad Pablo de Olavide
    info

    Universidad Pablo de Olavide

    Sevilla, España

    ROR https://ror.org/02z749649

Journal:
EDMETIC

ISSN: 2254-0059

Year of publication: 2025

Volume: 14

Issue: 1

Type: Article

DOI: 10.21071/EDMETIC.V14I1.17374 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: EDMETIC

Abstract

This study aimed to investigate the impact of a specially designed mobile application, GAUBI, on Spanish spelling proficiency among primary school students. Utilizing a quasi-experimental design, we hypothesized that GAUBI would significantly improve spelling performance. Additionally, we examined the relationship between the type and duration of gameplay—specifically arcade, research, and fiction games—and improvements in spelling proficiency. The study involved 114 Spanish primary school students, who completed a pre-test to establish baseline spelling skills. Following a period of app usage, a post-test was administered to evaluate changes in performance. Pre-test and post-test assessments were aligned with the primary school curriculum in Spanish. Paired samples t-tests compared pre- and post-test scores, revealing statistically significant improvements in spelling performance, with a big effect size (Cohen's d = 0.80). Pearson correlation coefficients explored the association between game type and spelling outcomes, identifying significant positive correlations for "Research" and "Fiction" games, while "Arcade" games showed no clear relationship. These findings suggest that narrative-driven and research-based games are particularly effective in enhancing spelling skills. The results support the use of gamification, especially through collaborative and narrative-rich games, as a beneficial strategy for practising Spanish spelling.

Bibliographic References

  • Abuhamdeh, S., & Csikszentmihalyi, M. (2012). The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities. Personality and Social Psychology Bulletin, 38(3), 317–330. https://doi.org/10.1177/0146167211427147
  • Anderle, F., Cattoni, A., Venuti, P., & Pasqualotto, A. (2022). The use of gamification to improve reading and writing abilities in Primary Schools. Form@re - Open Journal Per La Formazione in Rete, 22(3), 30–49. https://doi.org/10.36253/form-13524
  • Arosquipa Lopez, J. Y., Nuñoncca Huaycho, R. N., Yallercco Santos, F. I., Mendoza, F. T., & Rucano Paucar, F. H. (2023). The Impact of Serious Games on Learning in Primary Education: A Systematic Literature Review. International Journal of Learning, Teaching and Educational Research, 22(3), 379–395. https://doi.org/10.26803/ijlter.22.3.23
  • Barab, S. A, & Dede, C. (2007). Games and immersive participatory simulations for science education: an emerging type of curricula. Journal of Science Education and Technology, 16(1), 1–3. https://doi.org/10.1007/s10956-007-9043-9
  • Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130
  • Belet Boyacı, Ş. D., & Genç Ersoy, B. (2021). Devising Gamification for Vocabulary Development and Motivation: An Experimental, Mixed-Model Study. International Technology and Education Journal, 5(1), 32-49.
  • Bellotti, F., Berta, R., & De Gloria, A. (2010). Designing Effective Serious Games: Opportunities and Challenges for Research. International Journal of Emerging Technologies in Learning, 5(SI3), pp. 22–35. https://doi.org/10.3991/ijet.v5iSI3.1500
  • Ben Rebah, H., & Ben slama, R. (2019). L’ efficacité pédagogique des jeux sérieux. Médiations Et médiatisations, 2, 131–155. https://doi.org/10.52358/mm.vi2.97
  • Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (2000). How people learn. National Academies Press.
  • Brazo Millán, A. I., Muñoz González, J. M., & Castro de Castro, C. (2018). Aprendiendo léxico y ortografía francesa en la universidad mediante el videojuego Scribblenauts. EDMETIC, 7(2), 18–36. https://doi.org/10.21071/edmetic.v7i2.7201
  • Cantos Orellana, G. P., Siavichay, R. C., Piñera Concepción, Y., & Ortiz Aguilar, W. (2024). La gamificación como herramienta pedagógica para el desarrollo de habilidades ortográficas. Dominio De Las Ciencias, 10(1), 1172–188. https://doi.org/10.23857/dc.v10i1.3769
  • Carnicero Pérez, J. D., Moreno-Rodríguez, R., & Felgueras Custodio, N. (2023). Development of empathy and ethical values through role-playing games as innovation for education in values. IJERI: International Journal of Educational Research and Innovation, 19, 109–122. https://doi.org/10.46661/ijeri.7273
  • Chen, C.-H., Huang, K., & Liu, J.-H. (2020). Inquiry-Enhanced Digital Game-Based Learning: effects on Secondary Students’ Conceptual Understanding in Science, Game Performance, and Behavioral Patterns. Asia-Pacific Education Researcher, 29, 319–330. https://doi.org/10.1007/s40299-019-00486-w
  • Chen, Tsai, & Chang. (2019). Effects of Game-Based Instruction on the Results of Primary School Children Taking a Natural Science Course. Education Sciences, 9(2), 79. https://doi.org/10.3390/educsci9020079
  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
  • Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research & Development, 54, 245–263. https://doi.org/10.1007/s11423-006-8806-y
  • Diuk, B., Ferroni, M., & Mena, M. (2014). ¿ Cómo se aprende la ortografía de las palabras ? Un estudio de comparación de distintas estrategias. Cuadernos de Investigación Educativa, 5(20), 59–69.
  • Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1–25. http://hdl.handle.net/10125/73464
  • Dymora, P., & Niemiec, K. (2019). Gamification as a Supportive Tool for School Children with Dyslexia. Informatics, 6(4), 48. https://doi.org/10.3390/informatics6040048
  • Echeverria, A., Barrios, E., Nussbaum, M., Améstica, M., & Leclerc, S. (2012). The atomic intrinsic integration approach: A structured methodology for the design of games for the conceptual understanding of physics. Computers and Education, 59(2), 806–816. https://doi.org/10.1016/j.compedu.2012.03.025
  • Echeverría, A., García-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Améstica, M., & Echeverría, S. (2011). A framework for the design and integration of collaborative classroom games. Computers & Education, 57(1), 1127–1136. https://doi.org/10.1016/j.compedu.2010.12.010
  • Frété, C. (2015). Le potentiel du jeu vidéo pour l'éducation. Éditions universitaires européennes.
  • Gee, J. P. (2008). Video Games and Embodiment. Games and Culture, 3(3-4), 253-263. https://doi.org/10.1177/1555412008317309
  • González Calleros, C. B., Guerrero García, J., & Navarro Rangel, Y. (2019). Un juego serio para la solución de problemas matemáticos para niños con TDAH. Campus Virtuales, 8(2), 121-140.
  • González-Ríos, G. (2012). La Ortografía En El Aula. Revista Káñina, XXXVI(2), 181-190.
  • Guamán, Á. V., & Álvarez, M. I. (2022). Gamificación en la enseñanza de la ortografía en los estudiantes del sexto año de educación básica. ConcienciaDigital, 5(4), 73-91. https://doi.org/10.33262/concienciadigital.v5i4.2353
  • Halloran, J., and Minaeva, A. (2019). Touch and play? Investigating the value of touchscreens for gamer experience. Entertainment Computing, 32, 100312. https://doi.org/10.1016/j.entcom.2019.100312
  • Hong, J., Hwang, M., Liu, Y., & Tai, K. (2020). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 35(7), 1458-1482. https://doi.org/10.1080/09588221.2020.1803361
  • Lee, J., & Baek, M. (2023). Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. Sustainability, 15. https://doi.org/10.3390/su151411325
  • Li, X., Xia, Q., Chu, S., & Yang, Y. (2022). Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability, 14. https://doi.org/10.3390/su14127008
  • Lipscomb, S. D., & Zehnder, S. M. (2004). Immersion in the virtual environment: The effect of a musical score on the video gaming experience. Journal of Physiological Anthropology and Applied Human Science, 23(6), 337–343. https://doi.org/10.2114/jpa.23.337
  • López-Bouzas, N., & Del Moral Pérez, M. E. (2023). A gamified environment supported by augmented reality for improving communicative competencies in students with ASD: design and validation. IJERI: International Journal of Educational Research and Innovation, 19, 80–93. https://doi.org/10.46661/ijeri.6820
  • Machuca Pogo, R. F., Sotaminga Cinilin, M. J., & Erazo Álvarez, C. A. (2022). Videojuego RPG como material de apoyo en la enseñanza de ortografía en niños de 10 años de edad. ConcienciaDigital, 5(4), 92-108. https://doi.org/10.33262/concienciadigital.v5i4.2354
  • Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M.A., Guerrero-Puerta, L.M., Aguilar-Parra, J.M., Trigueros, R., & Alías, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13, 2247. https://doi.org/10.3390/su13042247
  • Maquilon-León, M. Y., Cacoango-Yucta, W. I., & Guzmán-Hernández, R. (2024). La gamificación como estrategia didáctica para mejorar el aprendizaje de la ortografía en los estudiantes de primer año de bachillerato. MQRInvestigar, 8(2), 3126–3152. https://doi.org/10.56048/MQR20225.8.2.2024.3126-3152
  • Méndez, P., & Arias Sinchi, M. E. (2020). Redacción en acción: uso de mediadores didácticos para la producción de textos. Mamakuna, 14, 98–112.
  • Mielgo-Conde, I., Seijas-Santos, S., & Grande de Prado, M. (2022). Systematic Literature Review: Benefits of video games in Primary Education. Innoeduca. International Journal of Technology and Educational Innovation, 8(1), 31–43. https://doi.org/10.24310/innoeduca.2022.v8i1.11144
  • Nebel, S., Beege, M., Schneider, S., & Rey, G. D. (2020). Competitive agents and adaptive difficulty within educational video games. Frontiers in Education, 5, 129. https://doi.org/10.3389/feduc.2020.00129
  • Pérez, M., Duque, A., & García, L. (2018). Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research, 7, 31-39. https://doi.org/10.7821/NAER.2018.1.248
  • Ridhon, M., & Daulay, S. (2023). Enhancing students’ oral articulation in English by using gamification: students’ perception. Ethical Lingua: Journal of Language Teaching and Literature, 10(2). https://doi.org/10.30605/25409190.556
  • Ritterfeld, U., Shen, C., Wang, H., Nocera, L., & Ling Wong, W. (2009). Multimodality and interactivity: Connecting properties of serious games with educational outcomes. Journal of Cybertherapy and Rehabilitation, 12(6), 691–697. https://doi.org/10.1089/cpb.2009.0099
  • Rocha, M., & Dondio, P. (2021). Effects of a videogame in math performance and anxiety in primary school. International Journal of Serious Games, 8(3), 45–70. https://doi.org/10.17083/ijsg.v8i3.434
  • Rodríguez-Arce, J., Vázquez-Cano, E., Cobá Juárez-Pegueros, J. P., & González-García, S. (2023). Comparison of Learning Content Representations to Improve L2 Vocabulary Acquisition Using m-learning. Sage Open, 13(4). https://doi.org/10.1177/21582440231216819
  • Romero, M., Usart, M., & Ott, M. (2015). Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?. Games and Culture, 10, 148-177. https://doi.org/10.1177/1555412014548919
  • Ruggiero, D., & Watson, W. R. (2014). Engagement Through Praxis in Educational Game Design: Common Threads. Simulation & Gaming, 45(4-5), 471-490. https://doi.org/10.1177/1046878114553570
  • Sadera, W., Li, Q., Song, L., & Liu, L. (2014). Digital Game-Based Learning. Computers in the Schools, 31, 1 - 1. https://doi.org/10.1080/07380569.2014.879801
  • Saez-Lopez, J. M., Grimaldo Santamaría, R-O., Quicios-García, P. & Vázquez-Cano, E. (2023). Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education. Technology, Knowledge and Learning, 29, 557–581, https://doi.org/10.1007/s10758-023-09656-8
  • Sanchez, É., Ney, M. & Labat, J.-M. (2011). Jeux sérieux et pédagogie universitaire : de la conception à l’évaluation des apprentissages. Revue internationale des technologies en pédagogie universitaire / International Journal of Technologies in Higher Education, 8(1-2), 48–57. https://doi.org/10.7202/1005783ar
  • Shute, V., & Ke, F. (2012). Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. Springer.
  • Toda, A.M., Valle, P.H.D., & Isotani, S. (2018). The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. In Cristea, A., Bittencourt, I., Lima, F. (eds) Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions. HEFA 2017. Communications in Computer and Information Science, vol 832. Springer, Cham. https://doi.org/10.1007/978-3-319-97934-2_9
  • Tshering, P., Norbu, D., Dorji, S., Dema, N., & Dhungyel, P. (2018). Experience of a Gamified Spelling Solving by Students for Learning Spelling: Development of Kids Spell Dzongkha App. 2018 International Conference on Current Trends towards Converging Technologies (ICCTCT), 1-5. https://doi.org/10.1109/ICCTCT.2018.8550865 .
  • Um, E., Plass, J. L., Hayward, E. O., & Homer, B. D. (2012). Emotional design in multimedia learning. Journal of Educational Psychology, 104(2), 485–498. https://doi.org/10.1037/a0026609
  • van der Meij, H., Albers, E., & Leemkuil, H. (2011). Learning from games: Does collaboration help? British Journal of Educational Technology, 42, 655–664. https://doi.org/10.1111/j.1467-8535.2010.01067.x
  • van der Ven, F., Segers, E., Takashima, A., & Verhoeven, L. (2017). Effects of a tablet game intervention on simple addition and subtraction fluency in first graders. Computers in Human Behaviour, 72, 200–207. https://doi.org/10.1016/j.chb.2017.02.031
  • Vázquez-Cano, E., Quero-Gervilla, M., Díez-Arcón, P., & Pascual-Moscoso , C. (2023). Analysis of digital sustainability factors in the adoption of learning apps in primary and secondary education. Edutec. Revista Electrónica De Tecnología Educativa, 83, 24-40. https://doi.org/10.21556/edutec.2023.83.2715
  • Vázquez Cano, E., Quicios García, M.P., Fombona, J. & Rodríguez Arce, J. (2023). Latent factors on the design and adoption of gamified apps in primary education. Education and Information Technologies, 28, 115093–15123. https://doi.org/10.1007/s10639-023-11797-3
  • Vázquez-Cano, E., Ramírez-Hurtado, J. M., Díez-Arcón, P., & Pascual-Moscoso, C. (2022). Academic and social behaviour profile of the primary school students who possess and play video games. Child Indicators Research, 16, 227–245. https://doi.org/10.1007/s12187-022-09975-9
  • Vázquez-Cano, E., Sáez-López, J., Grimaldo-Santamaría, R., & Quicios-García, M. (2023). Influence of Age, Gender and Years of Experience on Teachers in Promoting Strategies for Digital Sustainability and Data Protection. Journal of New Approaches in Educational Research, 12(2), 307-322. https://doi.org/10.7821/naer.2023.7.1467
  • Villalta, M., Gajardo, I., Nussbaum, M., Andreu, J. J., Echeverría, A., and Plass, J. L. (2011). Design guidelines for classroom multiplayer presential games (CMPG). Computers & Education, 57, 2039–2053. https://doi.org/10.1016/j.compedu.2011.05.003
  • Wedhanti, N. K., Ratminingsih, N. M., & Samiyanti, K. (2021). The effectiveness of spelling bee game through students’ vocabulary mastery. Journal of English Language Teaching Innovations and Materials, 3(2), 61-75. http://dx.doi.org/10.26418/jeltim.v3i2.33877
  • Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105, 249–265. https://doi.org/10.1037/a0031311
  • Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1030790