RT Generic T1 Applying Gamification in Second Language Learning: Fostering Motivation and Engagement through a Pokémon Based Gamified Project T2 Aplicando a Gamificaión na Aprendizaxe de Linguas Estranxeiras: Mellorando a Motivación e a Participación na Aula a través dun Proxecto Gamificador baseado en Pokémon T2 Aplicando la Gamificaión en el Aprendizaje de Lenguas Extranjeras: Mejorando la Motivación y la Participación en el Aula a través de un Proyecto Gamificador basado en Pokémon A1 Rodríguez Franco, Paula K1 Gamification, Motivation, Engagement, Innovation in education, Pokémon AB The present Master Theses postulates a proposal that implements gamification in first year of Baccalaureate classrooms. By creating a project which follows the storytelling of the Japanese franchise Pokémon, the aim is to foster the motivation and engagement of foreign language students. To test the effectivity of gamification in such context, two different assessments were conducted in a real classroom. The data provided by these two evaluation methods will determine the outcome of the preliminary hypothesis postulated. Moreover, the research done on the topic while creating this gamified experience will be explained so as to familiarize readers with the different elements and specific terminology used when explicating the gamified final project. YR 2023 FD 2023 LK https://hdl.handle.net/10347/37998 UL https://hdl.handle.net/10347/37998 LA eng NO Traballo de Fin de Máster en Profesorado de Educación Secundaria Obrigatoria e Bacharelato, Formación Profesional e Ensinanza de Idiomas DS Minerva RD 30 abr 2026