Imagine a classroom where students complete challenges, earn rewards, and draw upon all of their language resources to learn and communicate. Often, the linguistic dimension is overlooked when these pedagogical strategies are integrated. Gamification motivates learners through goals, feedback, and achievement, while translanguaging encourages them to use their full linguistic repertoire to construct meaning. Together, these approaches create an engaging and inclusive learning environment that supports student participation, language development, and curricular goals.
Translanguaging - When L2 learners leverage all language sources to make sense of the world.
The concept of a "translanguaging space" describes an environment in which learners fluidly combine their social, cognitive, and linguistic resources to communicate and make meaning. Rather than treating languages as separate systems, this perspective recognizes the dynamic interaction between languages and encourages learners to draw upon their full linguistic repertoire. As a result, multilingualism is viewed not as a barrier to learning but as a valuable asset that supports both cognitive development and language growth (Solmaz, 2026).
In a gamified translanguaging environment, students are encouraged to move fluidly between languages to solve problems, collaborate, and demonstrate understanding while engaging in motivating game-like activities. Rather than restricting learners to a single target language, the approach recognizes multilingualism as a resource and leverages it within structured, engaging learning experiences. By using gamification, students can access content in an engaging manner that gives a sense of accomplishment and reward.
When integrating games into L2 classrooms, it is essential to consider the diverse linguistic and cultural backgrounds that shape learners' experiences and interactions (Pavlenko and Pastushenkov, 2024). There are many factors to consider when utilizing translanguaging with students. For example, if no students speak Japanese, there serves little purpose in using this language as an instructional tool. Another important assessment that can be overlooked is the language proficiency of the student in their first language. Context can change the way you join curricular endeavours with gamification.
Understanding the context of your classroom will be important when reflecting on the game activity of this module.
There are two primary models of context in my classes. This is to demonstrate the differences and considerations between classes and how to use them in a translanguaging approach when converting content into gamified experiences.
Group 1 - G7/8/9 Sheltered EAL - Social Studies
Teaching core subjects in a specialized classroom, with an emphasis on language acquisition for students who can not access the English academic language associated with their age or grade level.
Students are typically at K-3 English language levels, but are age-appropriate for grades 7/8/9.
Often new to the school.
The first languages within the class are Khmer, Chinese, Korean, and Japanese.
Neurodiversity is often not diagnosed or treated in Asia. This can lead to a disconnect between language acquisition and student needs.
Prone to dislike childish or low-level content.
Engagement needs to be fundamentally developed.
5000 - 10000 base words.
The goal is to acquire enough academic vocabulary to transition into core classes.
Group 2 - Elective courses (Robotics, Graphic Design, Digital Media, Architecture & 3D modeling, Game Design)
Student choice gives personal agency and begins engagement before the class starts. English as an additional language learners (L2 - Second Language) is not a factor for placement.
80% or greater of the student population is designated as EAL (English as an additional language learners also referred to as L2 or Second Language).
These students are learning in English while taking at least one other language academically (Chinese, Korean, Khmer).
A significant portion of the population speaks three languages, and there is cultural representation from 50+ countries within the school community.
Academic language changes between subjects.
Engagement is developed but needs to be nurtured.
10000 - 25000 base words
The goal is to explore career and future readiness, develop agency, build focused skills, enrich core curriculum, and further bolster social and emotional development.
Group 1 - Will need the gamified content and rewards to feel mature. The concepts that are gamified should not have significant pre-amble and include basic language structure. The assumption is that all students are learning a language but none may be at the same place in language acquisition. Academic vocabulary is secondary and brought into the framework through a gradual release of basic English. Students prompted to find words they do not understand and find connections with their first language. This group will need setup and guidance.
Group 2 - May enjoy an intermingling of childish gamified content that gives a creative outlet, as it does not often occur in upper grades. Translanguaged vocabulary may need picture support (diagrams) in complex scenarios. Scenarios should be created that demonstrate a career-focused approach with real-world applications of translanguaging. Students are prompted to create their own advanced translanguaging opportunities to find their own meaningful connections. This group will need opportunities for personal inquiry.
Here are some universal strategies that can be placed as a framework for almost any curricular content.
Multilingual Quest
Students can use their native languages to help them on a formative quest
Points are earned regardless of language use
The purpose is to understand and interact with curricular content
Curricular association is primary to secondary language acquisition
Language Cards
Gamified cards that allow students to have more language agency within the class
Students can use their cards to strategically access content in their most comfortable language
This gives practice with code-switching to understand when and where it is appropriate
Helps to reduce the cognitive load of code-switching
Teacher NPC
Take on the role of a non-player character so students can focus on inquiry.
The teacher is responsible for finding certain words in the students' language at the request of the student
The teacher is not responsible for interacting with the player character beyond the information given
Rules are set so that the student is not over-reliant on the teacher
Side Quests
Turning formative assignments into cultural side quests
Students not only access information in their native language but also find cultural connections
Side quests should be short and give a reward in the form of experience (it is not a main quest)
Gimkit is an interactive learning platform that turns quizzes into engaging games. Students answer questions to earn virtual currency, which they can use to purchase upgrades and power-ups that help them score more points. Teachers can create their own question sets, assign activities for class or homework, and track student progress through detailed reports. With a variety of game modes and strategic gameplay elements, Gimkit makes reviewing and practicing content more engaging and enjoyable for students.
One of the most interactive experiences that Gimkit has to offer is the KitCollab option, which allows students to create their own questions and answers. This is the perfect space to have students create their own vocabulary translations within a game setting.
Unlike other quiz-based digital platforms, Gimkit is unique in that it uses an energy system in conjunction with purely game-based student interaction. For example, in the snowball-throwing arena, students must answer questions in order to produce enough energy to throw snowballs at other students. This live and interactive platformer distracts students from the tedium of the questions (that they have to answer) and lets them get into a competitive frenzy.
Your gamified adventure is to use Gimkit to create a short translanguaging experience for your students. If you are not actively teaching or have a different context, feel free to imagine a classroom full of learners who minimally speak English. They should be EAL learners who have a different first language. This should be an open exploration of an application that utilizes gamification in education and an opportunity to engage with your current learning contexts.
STEPS
1) Create an account on Gimkit. The free version is fantastic, and you should never have to purchase any paid content.
2) Create a classroom.
3) Create a Kit for one of your subjects (real or imagined).
4) Make sure that Kit uses two languages of interaction. One must be English, and the other can be the first language of any of your students (real or imagined).
5) Play the game like you are the student. Invite other people to play the game if you can!
6) Complete the reflection below. Many questions relate to how you could use this in your class and what may prove difficult.
We appreciate your engagement with this reflection and hope that our leaderboard will provide motivation. We will be ranking activity and depth of content exploration based on your responses. This is gamification inside gamification.
Gemini AI was used for basic image creation.