Conclusion

 



From the study we can conclude the feasibility of gamifying English classes as a way to motivate English learning. 


We cannot infer about the age and sex of the participants, since there was no discrimination of results according to these factors, but since they were children between 9 and 11 years old and the tendency is positive, it can be inferred that gamification would be similar to playing a video game. 

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Hypothesis

Introduction and objectives