3.1. Dimension 1: Planning Gamified PBL Lessons
This first section addresses the sub-research question “What learning goals, social issues, teaching strategies and activities do participants perceive as key in their lesson plans?”
Teacher candidates’ main goals in designing gamified PBL lessons (
Table 3) were centred on collaborative, meaningful, authentic learning experiences using gamification to foster curiosity, participation, and empowerment. Participants sought projects aligned with the curriculum while also providing opportunities for authentic language use. As one noted, goals included engaging students in addressing school dropouts while developing English skills, collaboration, and creativity in meaningful contexts. Another emphasised developing environmental awareness and empathy, wanting students to express opinions and solutions beyond grammar practice, etc. Participants reported (M = 6.0, SD = 0.80) that their projects effectively addressed real-world social issues.
The lesson plans are consistent with explicit learning goals and staged teaching sequences. Regarding the type of learning, the participants’ goals to make the lesson authentic and meaningful are evidenced in their lesson plans as they include multimodal outputs (e.g., videos, podcasts, posters, social media artefacts) for authentic audiences. In the same way, lesson plans instruct students to incorporate real community voices explicitly connecting language use to local contexts.
In terms of the selection of social issues addressed in the project, the category that stood out the most was language curriculum alignment. Participants expressed that they chose topics that matched the language curriculum and were local or global concerns, as one participant mentioned, “I chose climate justice because it connects environmental awareness with human rights and social responsibility. It is a global issue that directly affects students’ futures, and it offers multiple perspectives for discussion and reflection in English” (P3). Social justice and environmental awareness were also addressed as topics that “connect to students’ everyday experiences and allow them to reflect on fairness, respect, and inclusion, which are central to the idea of justice” (P24). Bullying, interculturality and digital relationships were regarded as central to learners’ personal experiences in their everyday lives, as one participant indicated: “I chose online relationships and red flags because digital communication is a central part of teenagers’ lives, and the issue directly connects to equity, consent and safety, which are key components of social justice in the digital age” (P43) (see
Table 4). On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.01). After the training on gamified PBL, participants reported feeling confident addressing issues of social justice in the classroom.
The lesson plans showed that the social justice issues addressed were highly connected to the national curriculum, particularly those related to environmental issues (
Table 5). Additionally, lesson plans illustrate consistency in the type of practical strategies chosen, with most of them focusing on advocacy campaigns.
The projects were guided in the lesson plan by driving questions that focused on issues that address social justice at an individual level for direct action, rather than addressing challenges at a systemic level.
With respect to the pedagogical strategies that participants prioritised in the design of their lesson, the teaching approach that stood out the most was project-based, followed by teaching strategies such as scaffolding, modelling, storytelling, and differentiation (
Table 6). This indicates that participants emphasise meaningful and student-centred strategies, providing the necessary support and examples to students while working on their task. One of the participants stated, “I prioritised the PBL approach combined with strategy-based frameworks, focusing on active learning, strategy use, and reflection” (P37). Collaborative learning was also highlighted as participants expressed prioritising students working together with designated roles: “I prioritised mainly collaborative learning through structured group roles, and scaffolding through graphic organisers and modelling to ensure all learners could access the content and succeed in the task” (P44). Differentiation was mentioned by some of the participants: “I also incorporated tiered differentiation and scaffolding with the goal of involving all students in the making of the project” (P19). On a scale from 1 to 7, participants reported a median of 5.0 (SD = 0.60). For participants, the design of collaborative activities was central to the success of their projects.
As for the collaborative activities, group work was mentioned by most participants (
Table 7) as it was used to complete a task, in many cases using designated roles to ensure all learners could participate in the project: “The lesson included several collaborative activities such as group work for creating the ‘Community Hero’ poster” (P25). Strategies such as “Think-pair-share” and “Brainstorming” were also implemented by some participants: “Think-Pair-Share” and group brainstorming sessions were used during the planning and development” (P7). Finally, a few participants also stated employing a range of collaborative outputs such as posters, videos, and podcasts, which suggest participants made use of different strategies for students to work collaboratively: “They would brainstorm together, plan their podcast, and record it as a team” (P52). On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.25). For participants, the planned gamified format enhanced student interaction and peer learning.
While lesson plans included activities of a collaborative and cooperative nature through group or pair work, they often showed teacher-structured pathways (assigned roles, strict time limits, checkpoints) that constrain autonomy in practice. Similarly, lesson plans displayed teacher monitoring and proximity control as central to maintaining participation, indicating a more managed form of engagement. Where interviews suggested dialogic classroom practices, lesson plans sometimes defaulted to structured, time-bounded tasks that limited extended student inquiry. Regarding the collaborative products, the lesson plans showed a mix of digital and tangible products.
3.2. Dimension 2: Gamification for Learning
This section addresses the sub-research question “In which way could gamification support or challenge learning?”
Regarding the aspects in which gamification supported participants’ lessons, engagement, participation, and topic accessibility were the most mentioned categories: “Gamification strongly supported my aims by increasing engagement and encouraging participation from all students, especially those who are usually shy or hesitant in English” (P44). Participants also mentioned that use of badges motivated collaboration and teamwork (
Table 8). One of the aspects that challenged participants was the teaching focus of gamification, as game elements made it difficult for students to remain on task. Competition was also a difficulty for a few participants who struggled with maintaining healthy competition and classroom behaviour: “It also presented the challenge of maintaining balance between fun and learning focus. I had to ensure that competition remained healthy and that students valued learning outcomes as much as the points and badges” (P31). On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.40). For participants, the project design encouraged meaningful student participation through gamification.
Concerning the game elements that participants included in their lesson, the categories that were mentioned the most were related to learning progression and recognition, suggesting that they prioritised presenting their students with a challenge (
Table 9). Points, badges, and awards were used to reward students after completing a task, give feedback on learning, collaboration, and soft skills (empathy and respect, for example), and make their learners experience a sense of achievement: “Badges were used to reward specific achievements (‘Empathy Expert’, ‘Research Ranger’), recognise diverse skills beyond just the final product” (P22). Other categories were narrative and roleplay as ways of making learners as part of a story, suggesting participants also paid attention to engaging learners through an immersive experience: “I incorporated a narrative where students became ‘Agents of Change’ to immediately create a purpose” (P36). On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.25). For participants, the planned gamified format enhanced student interaction and peer learning.
Gamified elements (quests, badges, points, leaderboards, final boss challenges) appeared across lesson plans, matching interview reports of using game mechanics. Additionally, elements such as badges, awards, and journey maps were present in digital and tangible formats. Conversely, lesson plans showed that gamification was frequently used for behavioural management (points for on-time work, losing points for misbehaviour) or task completion (mission badges). This illustrates that some gamified features tended to be formulaic rather than designed for learning progression or recognition, as reported in the interviews.
Participants mentioned that gamification has the potential to trigger critical thinking, collaboration, reflection, social justice, and engagement when used thoughtfully (
Table 10): “When designed thoughtfully, gamification can frame complex social issues as challenges to be solved, motivating students to engage in critical analysis and problem-solving” (P21). For participants, gamification can definitely support critical thinking and social justice. Game elements can create a safe and motivating space in which learners not only experience fun but also think deeply about real issues while respecting others’ perspectives: “Gamification supports critical thinking when game mechanics require students to make meaningful choices with consequences in this project” (P24). On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.25). For participants, gamification helped them foster critical thinking about social issues.
The potential described in the interviews can be identified in the lesson plans. For example, the lesson projects included driving questions that convert topics into problems that require assumptions, evidence, and conclusions. In the same way, the lesson plans included tasks that forced students to select and weigh evidence, anticipate counterarguments, and adapt language for audiences. Additionally, some of the lesson plans included tasks that involved community voices, which engaged students in analysing issues from multiple stakeholders, increasing the complexity of reasoning. Furthermore, most of the lesson plans included self-assessment and reflection prompts, which required students to evaluate their own reasoning and plan improvements.
Regarding the aspects that encouraged learners from diverse cultural and linguistic backgrounds (
Table 11), the category that stood out the most was scaffolding via visuals, sentence frames, and bilingual materials to draw learners’ attention, encourage them to start speaking in English, and motivate them to participate in the project. This suggests that participants employed different tools to support their learners in staying on task: “The project encouraged participation from diverse students through multiple, intentional design features: bilingual vocabulary lists providing Spanish-English environmental terms supported English-language learners while validating their home language” (P39). Differentiation and tiered instruction supported learners from different linguistic contexts and contributed to addressing classroom management to make all learners take part in the projects: “I used visuals and flexible grouping to make sure all students could participate” (P14). Comprehensive scaffolding, differentiation, and tiered instruction at three levels allowed learners to use alternative formats for presentations (posters, slides, or short videos), emphasising peer- and self-assessment during the closing and reflection lesson stage to promote reflection and respectful dialogue. On a scale from 1 to 7, participants reported a median of 6.0 (SD = 0.96). Participants planned appropriate scaffolding to support all learners.
Lesson plans consistently reflected the inclusion of diverse scaffolding strategies at all stages of the projects. These included strategies that provided language scaffolds (sentence starters, vocabulary lists, bilingual glossaries), task scaffolds (role cards, step-by-step task cards, graphic organisers, curated resource lists), behavioural or time scaffolds (visible timers, attention signals, talking tokens).
Table 12 below illustrates seven groups of digital tools that participants included when designing their gamified project-based lessons. These tools had different instructional purposes, very specific teaching points and can be grouped into seven categories: (1) Presentation and visual support tools, (2) Video, audio and media creation tools, (3) Research and information tools, (4) Collaboration, organisation and scaffolding, (5) Interaction, feedback and assessment, (6) Gamification and classroom management and (7) Artificial intelligence tools.
Teacher candidates were not simply adopting digital tools at a technical level but rather designing an integrated pedagogical ecosystem that aligned gamification, project-based learning (PBL), assessment, and digital literacies. Technologies were selected and combined based on their capacity to support learning objectives, collaboration, and meaning-making rather than their novelty. Presentation and visual support tools (e.g., Genially, Canva, smartboards) acted as instructional anchors, helping to clarify driving questions, project stages, and game mechanics. For example, projects frequently integrated tools such as Genially or Canva to design interactive advocacy campaigns, using Google Docs or Padlet to scaffold collaboration and peer feedback.
The prominent use of video, audio, and media creation tools indicates a strong commitment to multimodal and authentic learning. By engaging learners in the production of documentaries, awareness campaigns, podcasts, and subtitled videos, teacher candidates position students as designers and communicators of knowledge rather than passive recipients. Accessing online news, infographics, educational videos, and digital textbooks allows learners to engage with real-world issues and multiple perspectives, which strengthens the social relevance of projects and supports education for democratic participation and social justice. Collaboration and scaffolding tools (e.g., Google Docs, Padlet, digital organisers, rubrics, and checklists) foreground the process dimension of learning. These tools make thinking visible, structure peer interaction, and support formative assessment practices that emphasise feedback, reflection, and learner agency.
3.3. Dimension 3: Gains and Learning from Planning Gamified PBL Lessons
This last section addresses the sub-research question “What gains do participants perceive from planning gamified PBL lessons?”
Regarding the aspects in which the gamified PBL lesson impacted participants’ future development as teachers (
Table 13), they mentioned the true understanding of PBL, the planning time investment and the acknowledgement that PBL goes beyond teaching language components, aiming for collaboration, critical thinking, and meaningful communication: “It has pushed me to move beyond teaching grammar in isolation and focus on purposeful communication” (P 37). Another aspect that was highlighted was the gaining of professional confidence when integrating gamification, social justice, and PBL: “I learned how to integrate English with global issues, connect gamification with social values, and plan systematically for inclusion and differentiation” (P 49). On a scale from 1 to 7, participants reported a median of 7.0 (SD = 1.05). This lesson-planning experience contributed to their growth as future English teachers.
Concerning their learning about teaching for social justice (
Table 14), some participants mentioned voice, agency, and advocacy as strategies to provide their learners with the tools to express their opinions and arguments in the classroom: “I learned that teaching for social justice means helping students recognise inequality and empowering them to express their voices through language” (P35). When learners research and use language to talk about issues that affect their community, they see English as a tool for advocacy and participation and understand core values such as empathy, respect, and social awareness: “Many students do not receive this kind of guidance at home, so this lesson became a space to reinforce empathy, respect, and cultural awareness” (P51). For the participants, teaching social justice means helping learners recognise inequality and empowering them to express their voices through language. On a scale from 1 to 7, participants reported a median of 7.0 (SD = 0.86). Participants stated they developed new competencies related to inclusive and socially responsive teaching.
The tasks included in the lesson plan illustrate that participants provide room for students’ voices within the boundaries of the student role. For instance, discussion and planning activities were closely controlled by the teacher. In addition, student agency tended to be constrained to completing and designing tasks as in most of the lessons, summative assessments of the product were carried out by the teacher only. In those cases, peer-assessment and self-assessment were focused on collaborative skills.
In terms of the competencies (
Table 15), participants reported that, when planning their gamified PBL lessons, lesson planning, classroom management, differentiation, accommodation, and scaffolding were the competencies they perceived as most developed: “I strengthened my abilities in instructional design, inclusive planning to take all learning preferences into consideration, formative assessment, and classroom management” (P32). For participants, gamification could support critical thinking, social justice, differentiation, and accommodation if used purposefully and consciously. On a scale from 1 to 7, participants reported a median of 6.0 (SD = 1.29). Participants were able to adapt their lesson planning to meet the needs of diverse learners and encounter challenges when integrating game elements into the lesson (M = 5, SD = 1.37).
With regard to the advice participants provided to other teachers planning similar lessons (
Table 16), gamification employed jointly with scaffolding, manageable and flexible teaching, and modelling can support the learning objectives: “Plan your scaffolding meticulously—the support structures are what make complex, collaborative projects successful for all learners” (P6). Breaking each lesson into manageable and flexible steps and keeping the selected social issue authentic and relevant can really make a change in the lesson and classroom atmosphere: “My advice for other teachers is to start with your main learning goals and social justice theme first” (P11). For participants, the lesson-planning project revealed unexpected opportunities for student engagement (M = 7, SD = 1.44), and they would recommend gamified project-based learning to other teacher candidates (M = 7, SD = 1.92).