Teaching English in the new high school: a gamified learning path based on the orality axis in the 1st year
English language teaching; gamification; learning path; pedagogical practices.
Discussions about gamification are gaining more and more space within the field of education. In English language learning, gamification employs game mechanics like points and rewards to increase engagement and motivation. This approach offers benefits such as increased engagement, motivation and active learning. Gamified activities provide instant feedback, autonomy and practical use of language, exposing students to cultural nuances. Textbook activities may not meet the need for engagement between students and students, and therefore may not have the expected effect. Our research used as a theoretical support the studies of games by Huizinga (2019), language teaching approaches mainly by Leffa (1999), Kumaravadivelu (2003), Richards & Rogers (2003). Therefore, with this research, we have the objective of creating a gamified learning trail, adapting existing activities in a textbook of the 1st year of the new high school and emphasizing the orality axis, as it is one of the skills less worked on in teaching materialsl.