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Research articles

Vol. 6 No. 13 (2026): Concordia

Intercultural gamified strategies as an alternative for english vocabulary acquisition in rural schools

Estrategias interculturales gamificadas como alternativa para la adquisición de vocabulario en inglés en escuelas rurales
Published
2026-07-08

Introduction: English vocabulary acquisition becomes challenging when classroom instruction overlooks learners’ everyday lives. Objective: To analyze the influence of gamified intercultural strategies based on traditional games on vocabulary acquisition among children in La Providencia parish, Guano canton, Chimborazo, Ecuador. Methodology: A mixed-methods design was employed, combining a pre-experimental quantitative component with a qualitative narrative component. Vocabulary was assessed before and after the intervention across six cultural categories: gastronomy, places, products, clothing, flora and fauna, and the local economy. Games such as Blind Volleyball and Sack Races were adapted as learning and assessment activities. Results: Average achievement increased from 44% to 81%, with improvements in gastronomy, the local economy, and clothing, while the places category reached 100%. Interviews revealed greater comfort, collaboration, and stronger connections between English and local culture. Conclusion: Intercultural gamification represents a viable and cost-effective alternative for teaching and assessing vocabulary in rural schools.

Introducción: El vocabulario en inglés se dificulta cuando el aula ignora la vida cotidiana. Objetivo: Analizar la influencia de las estrategias interculturales gamificadas, basadas en juegos tradicionales, sobre la adquisición de vocabulario en niños de la parroquia La Providencia, cantón Guano, Chimborazo, Ecuador. Metodología: Se empleó un diseño mixto que combina un componente cuantitativo preexperimental y uno cualitativo narrativo. El vocabulario se evalúa antes y después de la intervención en seis categorías culturales: gastronomía, lugares, productos, vestimenta, flora y fauna, y economía local. Juegos como Volley Ciego y Ensacados se adaptan como actividades de aprendizaje y evaluación. Resultados: El logro promedio aumenta del 44 % al 81 %, con avances en gastronomía, economía local y vestimenta, mientras que lugares alcanza el 100 %. Las entrevistas muestran mayor comodidad, colaboración y vinculación entre el inglés y la cultura local. Conclusión: La gamificación intercultural constituye una alternativa viable y económica para la enseñanza y la evaluación del vocabulario en escuelas rurales.

Section:
Research articles

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