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    <article-meta>
      <title-group>
        <article-title>Instructional Sequences in Foreign Language Gamified Didactic Interventions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>JaumeBatlle Rodríguez</string-name>
          <email>jaumebatlle@ub.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christine Appel</string-name>
          <email>mappel@uoc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universitat de Barcelona</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>UniversitatOberta de Catalunya</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper reports on a study carried out in the context of an in-service teacher training programme aimed at teachers of foreign languages in Catalonia, teaching in language schools for adults. Taking as a point of departure instructional sequences that are characteristic of widely used pedagogical frameworks in foreign language teaching and learning, we look into how teachers gamify didactic interventions as part of their training. Firstly, we analyze how the different activities that compose a gamified didactic intervention are planned into an instructional sequence. In doing so, we focus on the relationship between the different components of gamification and the sequential organization of activities, with the purpose of gaining a more in-depth understanding of what specific gamification elements are meaningful for the sequence development.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Gamification</kwd>
        <kwd>Foreign Language Teaching</kwd>
        <kwd>Instructional Sequences</kwd>
        <kwd>Narrative</kwd>
        <kwd>Lesson Plan</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        ACM Classification Keywords
- Applying computing
 Education
o Computer Assisted Instruction
o E-learning
INTRODUCTION
In educational contexts, gamification is an increasingly
popular methodological strategy. Over the past years, the
amount of research on this field has increased [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], many
scholars have welcomed the underlying effects of
gamification on the students’ motivation and engagement
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and some authors have even come to affirm that research
in the area is reaching a point of maturing [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. However, as
it is a methodological strategy characterized by the use and
implementation of many elements, its development can be
seen as complex. Teachers have to develop their gamified
materials and activities thinking of their own context: the
classroom. Although the use of ICT is most of the time
present, the reality of the educational context pushes teachers
to design gamified didactic interventions to be implemented
in their specific workplace.
      </p>
      <p>With this in mind, this paper aims to study in depth how a
group of Foreign Language in-service teacher trainees
develop their gamified didactic interventions with the
purpose of understanding what the relationship is between
gamification and the sequence of activities the teachers
develop within their gamified didactic intervention, as well as
what specific gamification elements are meaningful for the
sequence development.</p>
      <p>
        THEORETICAL FRAMEWORK
When teachers prepare a lesson, they plan what activities to
carry out in the classroom, to what purpose and in what order.
Lesson planning, whether explicitly or implicitly, is
something that all the teachers do before going into the class.
In foreign language teaching and learning, different teaching
approaches have addressed instructional sequences in
different ways [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. While the communicative approach does
not prescribe any established way to organize activities, the
behaviourist-based PPP (Presentation, Practice, Production)
approach [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and the task-based approach [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
have dominated the two main perspectives on instructional
sequence in Foreign Language Teaching. The PPP approach
is based on deduction, that is, the teacher presents a situation
with a specific content, which is understood and practiced by
the students from more controlled practice to freer practices.
This instructional sequence has more commonly been used to
teach specific grammar content. The second one, based on the
task-based approach, specifies three different kinds of
activities: pre-task activities which provide input necessary
to carry out the task; the task per se; and post-task activities,
which are designed to promote reflection on specific
elements of the completed task and can serve as transition to
subsequent tasks.
      </p>
      <p>
        Foreign language lessons can be developed in different ways,
but mainly, textbooks and teachers follow one of the
sequences described above or even both interwoven.
However, the objective in both cases is different: the PPP
approach focuses on the teaching of a specific item,
commonly, lexical, grammatical or functional; on the
contrary, a task-based lesson sequence is designed for the use
of a language form from a communicative perspective. While
in the first case the goal is to automatize a particular form
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], in the second type of sequence there is not only a
language form goal but also a content-based goal.
      </p>
      <p>
        Certainly, goals are fundamental instruments to create a
lesson plan and, in that way, a lesson plan is similar to a game
and to a gamified action. Goals are a key aspect in
gamification design, due to the fact that they have a “direct
impact on the motivation and behaviour of players” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Goal-Setting Theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] postulates that gamification due
to its inherent goals, fosters motivation and that participants
in a game are motivated to achieve the goal established.
People play a game with the aim to achieve a specific goal,
whether this goal is to save the princess or
control the world. The goal drives the story, understood as “a
course of events that gamers can experience while playing a
game” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Learning goals and game goals can be different,
but it is worthwhile keeping in mind that it is possible to
merge them [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This is to say that actions and sub-actions
needed to reach an overall goal can be driven by both types
of goals, learning and game. In educational gamification,
nonetheless, we have to take into account that “the learning
goal is the knowledge and intellectual abilities we want the
student to learn in the game, whereas the game goal is the
actual goal the student/player is striving for in the game”
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        As it has been pointed out above, instructional sequence in
Foreign Language Learning is developed through activities
designed to work with specific linguistic items and the
development of communicative skills. Therefore, gamified
didactic interventions (GDI) need to include activities that
relate this specific content to the common elements of
gamification. In this line, the study the GDI of a group of
foreign language teachers has shown that points are more
common elements than badges, the use of which is
commonly associated with the use of points [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. They find
that badges are not used by the teachers in their study unless
points are also used. They also point out that in the GDIs they
analyzed, scoring points and badges is related with the
realization of activities for the development of
communicative skills (reading, writing, speaking and
listening), rather than with activities focused on grammar or
vocabulary. When teachers pointify activities related to the
language system, they only take into account points. Badges,
on the other hand, are used only to reward the students after
productive communicative skill activities, such as writing or
speaking activities, understanding their fulfillment as an
achievement.
      </p>
      <p>This study aims to understand how foreign language teachers
construct GDIs. Specifically, we seek to analyze the
distribution and relationship of the activities of a set of lesson
plans. Bearing in mind that planned lessons are gamified
lessons as well as foreign language learning lessons, we are
going to examine which is the relationship between the
activities, their goals and the common gamified elements.
For this purpose, firstly, we are going to focus our attention
on the gamified instructional sequence, its goal and sequence
development. This first analysis will give us a broad view of
how teachers organize the different activities that make up
their game design. After that, the analysis will go into the
specific use of gamified elements, specially, PBL and
narrative, within the instructional sequence.</p>
      <p>
        DATA &amp; METHOD
The GDIs analyzed in this paper were developed throughout
a continuing professional development course on
gamification [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The participants were in-service foreign
language teachers in Catalonia (Spain). During the course,
they carried out several activities with the aim to learn what
gamification means, which are the main elements that come
into play in a gamified lesson plan, what kind of game-player
profiles students can adopt and familiarize themselves with
the main technologies available for gamification. The final
task of the course was to plan a gamified didactic
intervention that should be implemented in theteaching they
carried out at their workplace.
      </p>
      <p>The sample analyzed in this study includes all 29 GDIs that
were developed by the participants of the course: 24 GDIs
were developed by individual participants, and the remaining
5 were developed in groups. Participants were asked to fill in
a form where they had to explain carefully what were the
aims of the lesson they were planning, what were the
gamified elements that would come into play during the
lesson development and what was the sequence of activities
and the timing that they were to follow. GDIs vary according
to the particularities of the different school settings and
student needs.</p>
      <p>The analysis of the GDIs is carried out following a
descriptive-interpretative method based on content based
analysis. Since our aim is to discover how foreign language
teachers organize their gamified sequence of activities, we
are going to trace the gamified sequences and to establish
what gamified elements are meaningful for the development
and the order of the sequence. For the purpose of illustrating
examples with maximum brevity, we only reproduce here
extracts from the GDI planning forms written by teachers
that are relevant to the aims of this study. The extracts have
been translated from Spanish. All this will lead us to a better
understanding of how in-service foreign language teachers
perceive and understand their gamified interventions.
RESULTS
The analysis of the data set in this study identifies the
presence of three different kinds of instructional sequences.
a) Sequences with a fixed order of activities. These are
sequences in which the order of the activities cannot be
interchanged. In these sequences the narrative is linear and
requires that one activity has to be done after another.
b) Sequences with a partially fixed order of activities. In
these sequences only some of the activities are
interchangeable: the order of the previous activities can be
changed, but all of them have to be done before the final
activity.</p>
    </sec>
    <sec id="sec-2">
      <title>c) Sequences with a free order of activities. In these</title>
      <p>sequences the order of the activities is totally
interchangeable. It does not matter if the order of the
activities is different, if one appears before or after another.
Out of the 29 analyzed GDIs, 4 fall within the first type of
sequence, 4 within the second and 21 within the third.
Following we describe each of the above instructional
sequences in detail, providing details of one example for
each of them.</p>
    </sec>
    <sec id="sec-3">
      <title>Sequences with a fixed order of activities</title>
      <p>The first type of instructional sequence identified in the
analysis does not allow for activities to be interchanged.
When a range of activities are built around a narrative, the
sequence of activities can be understood as a way forward by
the participants. The presence of narrative can imply that the
participants involved in the game can surf through the story.
When the participants enact a character, they become
involved in a range of actions in order to go towards the final
goal. As the narrative advances, the characters evolve and
grow within the story. In this way, the story advances
throughout the activities. The first activity, commonly,
presents the narrative and the characters are established.
Once the story is established, the second activity sets the
characters on scene. In the second activity, students, through
the use of their avatars or with their own identity as main
characters of the story, carry out a series of actions that
trigger developments in the story. These actions transform
the character/s within the story and then, during subsequent
activities, actions keep developing in a narrative scenario that
leads to a certain development. The activities can be
understood as chapters of a story which is being developed
throughout the game.</p>
      <p>One example of this kind of instructional sequence is found
in GDI5. Excerpt 1 shows extracts from the description of
GDI5 by its author, an in-service teacher of German as a
foreign language. The game consists of a competition: during
four sessions, students working in groups compete for a
volunteering spot in a farm. Each group has to decide what
nationality to adopt (Swiss, German, Austrian or
Liechtensteiner) and which farm placed in a German
speaking location they want to spend the summer in. The
group that earns the most points wins the game, and is
therefore the group that will get the funding for the summer
stay at the farm of their choice. Each session has a goal which
makes the storyline progress. The teacher in this GDI acts as
a master, sending the information to the students and
managing the events that make the narrative move forward.
Before the second lesson, the students receive an email from
the teacher representing the WWOOF association. Following
the students initiate the application process to become
members, which requires filling in forms, contacting
administrative staff, and dealing with different bureaucratic
procedures in the language they are learning, German. For
each of these activities student groups get points and badges.
At the end of the GDI, the teacher, still acting as a
representative of the WWOOF, sends a message to announce
to the students which is the group that scores the most points
and is therefore the winner of the competition.</p>
      <sec id="sec-3-1">
        <title>Sommer auf dem Bauernhof (Summer in a Farm)</title>
        <p>1st lesson
We begin searching for information about volunteer work in
Swiss natural surroundings or rural areas. There are some
institutions involved with volunteer work. We will focus on
two of them: das Bergwald projekt and WWOOF. (...)
Finally, each group will write a brief email to ask the
WWOOF for information on how to join the association, and
in this way, obtain offers tailored to their interests. The
teacher will receive the mail, and will answer back (...)
2nd lesson
This second lesson will begin at the computer room (each
group in a corner) with the reading of an e-mail sent by the
teacher, as representative of WWOOF, to all the groups with
four different offers from farms.
(...)
4th lesson
With the results of each test, it will be decided which group
obtains the maximum of points and, therefore, which team
wins the competition. Then, each group will receive an
answer via e-mail from the farm where they applied to go.
Each group will be able to check its final score in Moodle.</p>
        <p>Excerpt 1: GDI5 Summer in a Farm
As we can see in the extracts above from the GDI5 planning
form, the way the instructional sequence is interwoven with
narrative is not excluding the possibility to use pointification.
In fact, although the goal is linked to the narrative, the way
to win the competition is scoring more points than the rest of
the teams. However, the activities proposed are linked to the
narrative, so the GDI could be implemented without points:
simply by assessing the actions, the goal could be achieved
provided that each step of the story is followed.</p>
        <p>When the activities are not interchangeable in an
instructional sequence, we find that each activity can be
understood as a chapter of a story. Without carrying out an
activity, the students can’t move forward to the next one
because the activities are developed through a narrative that
is moving forward during the game. It doesn’t matter if
points are key elements to determine who wins, because the
story is interwoven with the instructional sequence.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Sequences with a partially fixed order of activities</title>
      <p>
        The analysis of the GDIs designed by the participants in this
study shows a second instructional sequence that is not as
rigid as the former one, but still does not allow for a total
reshuffling of activities. This type of sequence adopts a
narrative that is close to the structure of a task, and the
instructional sequence is carried out in different stages. First
of all, students have to carry out different pre-tasks that will
equip them with the necessary elements to carry out the main
task. These enabling pre-task activities are interchangeable,
that is, the order of appearance doesn’t matter: what is
important is to carry out the activities because in doing so
students will acquire information and/or know-how that will
enable them to carry out the task. In this type of sequences,
the narrative is not understood as a story, but rather as a
scenario-based narrative [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: one scene where gamification
is carried out mainly through the use of points and badges.
Excerpt 2 illustrates the specificity of this kind of
instructional sequence. GDI19 is developed in the teaching
of Spanish as a Foreign Language context. It is constructed
as a competition to determine the best film produced by the
students. During 6 different stages, in groups and taking on
the role of a film production company, the students have to
prepare, record and edit a short film in order to participate in
a competition. A team of teachers decides how many points
are awarded for each completed activity. The winner will be
the group of students (or film production company) that
scores the most points. Bearing in mind this game structure,
in the first stage, the students are involved in an activity that
sets the context. It is the first contact with the topic of the
GDI and it is when the groups are formed. After this first
stage, from the second to the fifth stage, the students in
groups carry out activities to score points and also to prepare
some elements to be included in the final product: the film.
For example, the second stage is dedicated to the
construction of the scenes, while the third one is focused on
the soundtrack. The final stages are focused on the goal of
the game. First of all, they have to create a film to participate
in the competition. For that aim, in the fifth stage, the teams
will use all the information that has been provided and all the
products that they have created during the former tasks: for
example, they have to think about a scene and add an original
soundtrack, issues that have been taken into account in the
former stages. Once the film has been recorded and edited
during the fifth stage, awards are given in the final stage: it is
the time to decide what team is the winner of the
competition.
      </p>
      <sec id="sec-4-1">
        <title>Premios Dalí (Dalí Awards)</title>
        <p>First stage: Group formation and cinema memorable scenes
(...)
Test: the cinema in your lives. Answer a number of questions
about our relationship with the cinema. (...). Film production
companies should show their knowledge about celluloid
world to achieve Goyeuros. We will broadcast the video
“Memorable scenes of the cinema II” and the film
production companies should say the title of the films. 10
scenes will be shown. The film production company that has
got the question right will receive 50 Goyeuros.</p>
        <p>Second stage: Cinema scenes in Barcelona
(...) Recognize the scenes of the main films recorded in
Barcelona. We subdivide the film production companies in
two groups.
1. They will prepare an oral presentation of one of the main
areas or neighborhoods of the city where some short films
have been recorded.
2. Competition: They should watch the trailer for the
following films (...). They should answer a kahoot about the
areas where the short films were made.</p>
        <p>Third stage: Original soundtrack of cinema.</p>
        <p>Reading comprehension, listening comprehension and
kahoot test about the original soundtrack of Spanish
cinema. Reward: 25 Goyeuros for each correct answer. It
will be possible to add an original soundtrack to the short
film. 50 Goyeuros per song.
(...)
Fifth stage: Making, editing and submitting short film to
contest.</p>
        <p>The film production companies will make the short film
following the script that has been previously approved by the
teacher. Students will still be able to introduce changes that
might ensue during the recording or additional scenes that
they might think of.</p>
        <p>Sixth stage: Prizes ceremony
We will watch the short films rewarded that the jury have
chosen previously. The winners should make a speech and
will receive the award.</p>
        <p>Excerpt 2: GDI19 Dalí Awards
The order of the activities carried out before the creation of
the short film which will enter the competition can be
interchangeable. It doesn’t matter if the students work with
the original soundtrack first or with the construction of the
scenes. The only important point is that the students have to
work with both before starting the creation of the final
product. The key of the enabling pre-task activities is that
they provide the opportunity to progress beforehand in some
aspects of the final task to facilitate their integration in the
final product. If the teachers want the students to think of an
original soundtrack for their final product, it’s a good option
to prepare previously some activities about original
soundtracks. However, it doesn’t matter when the activity
has to be carried out provided that it happens before the final
task. Therefore, this instructional sequence, very close to a
task-based structure, allows for some activities to be
interchangeable, but others not. Similarly to the sequences
with a fixed order of activities, the goal of the game here is
significant to the order of the sequence: whereas the former
were constructed thinking of the goal of the narrative, in the
latter the goal of the narrative is interwoven with the goal of
the task. However, unlike the first type of instructional
sequence, this one takes place in a static narrative or
scenario: the students don’t travel throughout the story, but
the story is established as a scenario where a number of
activities are placed.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Sequences with a free order of activities</title>
      <p>The third type of sequences identified in the analysis of this
study is one in which the order of the activities can be
entirely interchangeable. In this type of instructional
sequences, it doesn’t matter if one action is done before or
after another one: all the activities are equivalent in their
importance and role within the narrative. The next example,
GDI1 in excerpt 3, is designed for an English as a Foreign
Language classroom and it consists of a game based on a
questions and answers quiz format. The students, in groups,
have to prepare questions that will be answered by the rest of
the groups in the classroom. Every time the members of a
group answer a question correctly they score a point. The
group answering correctly the largest number of questions
will score the largest number of points and, therefore, will
receive a badge. The team holding the most badges wins the
competition.</p>
      <p>Juego de los expertos (TheExpertsGame)
Start of the game: The game will be started by the team
winning the quiz kahoot drawn up by the teacher. The
winning team will choose the topic and will start the
roundtable questions.</p>
      <p>Roundtable questions: the team awarding the badge will be
the one to pose a question and, clockwise, questions and
answers will be posed to the different teams. Every time a
team answers correctly it will score 1 point, or 0 points if the
answer is not correct. The obtained points in the roundtable
are not cumulative and the teams will lose them once the
badge has been awarded.</p>
      <p>Expert panels: The questions which are not answered
correctly will be answered by the experts at a later stage. The
team acting as expert panel will have the possibility to score
a point if their explanation is correct. These points can be
cumulative and be exchanged by a badge or added to the
scored points in the roundtable questions to, afterwards, win
a badge. The team who takes the most badges will win the
game.</p>
      <p>Excerpt 3: GDI1 The Experts Game
If we take a close look at this gamified sequence, we see that
the game is based on a range of questions that the students
themselves have to create. The questions do not have any
relationship amongst them, apart from the fact that all the
questions are about some specific grammar topic. Questions
can be asked at random, without any specific sequential
development. The game, as a quiz game, could also be
carried out mixing cards with questions and creating a heap
of cards for the players to pick one and answer. In addition,
students can also score points for their mastery in creating
good questions. These points can also be obtained without
taking into account a specific order of questioning.
Games based on questions and answers quizzes are common
examples of GDIs with an instructional sequence activity
order which is entirely interchangeable. It doesn’t matter
what set of questions comes first, because all of them have
the same value: the participants get a point if they answer a
question correctly. However, gamification based on a
questions and answers quiz format are not the only ones
following this instructional sequence. When the goal of the
game is to score more points than the others, it is possible to
find an interchangeable instructional sequence.</p>
      <p>DISCUSSION
The analysis of the GDI produced by in-service foreign
language teachers has shown that the main goal of the
gamified proposals and the narrative in them are key
elements for the development of the lesson plans and their
instructional sequences. We have found three different types
of instructional sequence are developed in the analyzed
GDIs, depending on the degree of interchangeability of their
activities. The sequences constituted by activities with the
sole aim of scoring points present an interchangeable order
because all activities have the same value and the narrative is
static, taken as a scenario. On the contrary, if the narrative is
not static, the activities are instrumental to how the story is
developed. These activities, then, are not interchangeable,
because they are part of the story and constitute a sequence
of story events along which the students move forward. In
order to attain the goal of the game it is necessary to follow
the storyline of the narrative, and winning hinges on being
able to successfully complete the last activity. Aside from
these two instructional sequences, we found a third one,
which is similar to a task-based sequence. In this case, the
narrative is static and does not set the need to establish a
specific instructional sequence. The enabling pre-task
activities have an interchangeable order, so their main
purpose is to provide students with tools to carry out the task.
However, the task is always at the end of the instructional
sequence, so the activities are not entirely interchangeable.
In this case, the narrative does not have a storyline, but is
rather built out of a series of metaphors: the roles of both
students and teachers, pre-tasks and the task itself all have a
metaphor that fits the set scenario.</p>
      <p>
        The analysis carried out has shown that there are meaningful
gamification elements to determine if sequences in GDI are
organized in a way that the activities can be interchangeable
or not. The main element to determine this is the narrative.
The story determines a series of activities, and a series of
actions along which the characters move forward. The
narrative, a key element in gamified interventions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and
establishes a meaningful order in the sequence.
      </p>
      <p>
        Pointification [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], on the other hand, is the great element
that comes into play in the analyzed GDIs. From an
instructional sequencing point of view, it’s worth noting that
when pointification is the only element that is taken into
account, the posed activities can be entirely interchangeable.
The simplicity of thin layer gamification [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] plays a role in
the instructional sequence. In the cases where the game is
constructed with the sole aim of knowing who is scoring the
most points, the activities always have the same purpose and
their order can be randomly purposed. However, when the
GDI shifts to deep level gamification [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] with the presence
of a narrative, the instructional sequence is affected resulting
in a less interchangeable collection of activities.
      </p>
      <p>In addition to narrative and pointification, we also identified
a third factor that plays a role in the way teachers organize
activities into a sequence. In some cases teachers’ prior
experience in drawing lesson plans, and their familiarity with
instructional sequences associated to the current prevailing
pedagogical approach determined the order of activities. In
the analysis we found cases in which teachers follow a
taskbased organization, so the GDI is composed clearly by
enabling pre-task activities and a final task. In this kind of
instructional sequence, the narrative is not story-based but
rather a scenario, it follows then that the position of some
activities cannot be interchanged so as not to lose the
structure of the pedagogical action (pre-task activities will
always precede the final task), whereas the position of some
of them (pre-task activities) is interchangeable. It should be
noted, however, that this kind of instructional sequence is the
least frequent in the analyzed GDIs in this study. This may
suggest that in the process of gamification design observed
in this study, game structural elements are more prevalent
than the pedagogical approach in use when it comes to
setting the order of a sequence of activities.</p>
      <p>CONCLUSION
In this paper, we have seen how activities in gamified
didactic interventions are organized in different types of
instructional sequences. The analysis finds three different
ways to organize the activities. The main difference between
the ways of organizing activities is the possibility to
interchange them. In some cases, the activities can be
interchanged without losing the gamified sense, but in other
cases this is not possible. The interchangeability is related to
the presence of the narrative, that marks a specific
instructional sequence, or to the presence of pointification as
the only goal, that provoke the understanding of each activity
as independent and with the same value and, therefore, as
interchangeable.</p>
      <p>The identified sequences with a fixed order of activities in
this study were heavily determined by narrative. This is so
because all instances presented a linear narrative. The
inclusion of a wider variety of more complex narrative
structures would change the definition of the sequences as
observed in this study. This raises the question of whether
language teachers have the sufficient knowledge and
expertise in different types of narrative structures to be able
to design the best possible GPI, and highlights the
importance of including this in Gamification teacher training
programmes.</p>
      <p>
        We still have a long path ahead in the area of gamification
and foreign language teaching. In this context in which
gamification is being increasingly implemented, further
research is needed to understand how teachers use and
conceive this methodological technique and how their
students react to it and benefit from it. In accordance with
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], we suggest that it is necessary to capture and better
understand how teachers design gamified activities. From a
teacher training perspective, the possibility to know how
inservice teachers understand gamification is necessary to
develop good training practices and identify the essential
elements of such training. The extent to which teachers have
access to high quality teacher training programmes will
determine how feasible it is to apply gamification to the
foreign language classroom, and streamline good
gamification practices.
      </p>
      <p>ACKNOWLEDGMENTS
Jaume Batlle and Christine Appel gratefully acknowledge the
grant from the Spanish Government to GAMELEX, “La
gamificación en la enseñanza de lenguas extranjeras en
adultos: un studio basado en diseño” (EDU 201567680-R).
Ministry of Economy and Competitiveness: Proyectos I+D
del Programa Estatal de Fomento de la Investigación
Científica y Técnica de Excelencia, 2016-2018. Webpage:
http://www.ub.edu/realtic/es/
We also would like to thank to the members of the research
group RealTIC for fruitful conversations on the topic and
collaboration in the design of the teacher training programme
in which data collection took place.</p>
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