MOTIVACIÓN Y PERCEPCIONES ESTUDIANTILES HACIA EL USO DE VIDEOJUEGOS COMO HERRAMIENTA DE APRENDIZAJE
DEL INGLÉS COMO LENGUA EXTRANJERA EN EDUCACIÓN SUPERIOR
noted that this study did not operationalize intrinsic motivation through a specific measurement
scale (such as the motivational orientations scale by Noels et al. (¡Error! No se encuentra el origen
de la referencia.)); therefore, the interpretation is limited to enjoyment-driven motivation as
reported by participants.
The hierarchy of perceived linguistic skills, with vocabulary and listening comprehension above
oral production and writing, coincides with evidence from Reinhardt (¡Error! No se encuentra el
origen de la referencia.) and Sundqvist and Wikström (¡Error! No se encuentra el origen de la
referencia.). What these figures record, it should be stressed, is how students see their own
progress, not any measured command of the language. Hours spent playing in English can leave
a convincing impression of improvement without that impression showing up in communicative
competence that can actually be measured. A further qualification concerns genre: Peterson
(¡Error! No se encuentra el origen de la referencia.) argued that MMORPGs could offer greater
opportunities for language production than single-player games, suggesting that game genre is a
moderating variable that future research should control more rigorously.
The significant differences between programs in motivation and exposure patterns, as well as sex
differences in these same dimensions, suggest that student profile influences the reported
relationship with video games as a learning tool. Mutlu and Çimen (¡Error! No se encuentra el
origen de la referencia.) cautioned that the relationship between video games and L2 motivation
is not automatic and depends on variables such as gaming frequency, game genre, and prior
English proficiency. The positive association between self-reported exposure to English through
video games and motivation (r=0.52) is among the most notable findings of this study; however,
given the cross-sectional correlational design, it is not possible to establish the causal direction of
this relationship (¡Error! No se encuentra el origen de la referencia.).
A number of caveats bound what can be claimed from these findings. The cross-sectional design
rules out causal statements about the variables studied, and the convenience sample, taken from
a single campus of a single institution, does not support generalization to other Ecuadorian or
Latin American universities. All the data are self-reported: no objective test of proficiency was
administered, so there is no way of telling whether the perceived development of skills matches
real gains in communicative competence. Nor was any pedagogical intervention carried out,
which means the study can say that students regard video games as useful, not that video games
teach English effectively.
The Likert agreement format, moreover, is a poor instrument for capturing how often something
is done, and this weakens the exposure patterns dimension in particular. The analysis by genre
was exploratory and covered only two categories, RPG and action/adventure, without controlling
for cumulative exposure time in the target language or for the degree of interaction each title
demands (¡Error! No se encuentra el origen de la referencia., ¡Error! No se encuentra el origen
de la referencia.). Validation of the instrument went no further than expert judgment and
Cronbach's alpha, leaving the proposed dimensional structure untested by factor analysis. Finally,
several statistical tests were run without correction, which raises the probability of Type I error.
Quasi-experimental designs with a controlled intervention, objective measures of competence,
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