Game-Based Learning: Lowering the Affective Filter and Enhancing Student Agency

Palabras clave: Game-Based Learning (GBL), Affective Filter, Student Agency, Engagement, EFL

Resumen

This study focuses on the implementation of Game-Based Learning (GBL) in English as a Foreign Language (EFL) classes within a professional technical higher education program in Caldas, Colombia. It explores how this didactic strategy influences students’ agency and cognitive engagement, while fostering low-pressure settings that help minimize emotional barriers related to the affective filter. Using a qualitative case study, two classes per week were implemented during an eight-week period with a group of 16 students, collecting data through field notes, a questionnaire, and focus groups. The findings show that GBL promoted motivation, active participation, and collaboration, generating comfortable and trusting environments where students felt confident to engage, take risks, and learn from mistakes. This work emphasizes that playful and interactive activities allowed students to move away from shyness and fear of failure, fostering autonomy and responsibility in their learning process. Ultimately, it shows that the use of GBL not only supports the development of linguistic competences but also strengthens social skills and autonomy, providing teachers with opportunities to design inclusive, participatory, and emotionally safe learning environments. 

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Publicado
2025-11-11
Cómo citar
Correa Gómez , L. V., & Rojas Rodríguez, D. H. (2025). Game-Based Learning: Lowering the Affective Filter and Enhancing Student Agency. Ciencia Latina Revista Científica Multidisciplinar, 9(5), 12426-12447. https://doi.org/10.37811/cl_rcm.v9i5.20504
Sección
Ciencias de la Educación