Technology has become an integral part of modern life, influencing various domains such as communication, healthcare, entertainment, and business (Levin & Mamlok, 2021). The ongoing digital transformation has reshaped societal structures, prompting the need for its integration into education (Anthonysame et al., 2021; Gobble, 2018). Universities play a crucial role in equipping students with the competencies necessary for navigating technology-driven environments. The expansion of digital learning ecosystems aims to establish interdisciplinary networks that foster innovation and adaptability (Nguyen & Tuamsuk, 2022). To thrive in a knowledge-based society, students must cultivate digital literacy and critical thinking skills, enabling them to engage with information effectively and make informed decisions. The European Union (2018) recognizes digital competence as a fundamental skill for lifelong learning, emphasizing its importance in higher education for both students (DigComp) and educators (DigCompEdu) (Redecker & Punie, 2017). By creating digital resources and providing a digital learning environment in higher education, we are preparing undergraduate students for their future endeavors making them develop their digital literacy skills.
The traditional role of instructors as sole knowledge providers is gradually evolving into that of facilitators who guide students in optimizing their learning processes (Strelan et al., 2020). Within this paradigm, self-perceived learning emerges as a vital strategy, fostering improved academic performance, motivation, and metacognitive skills (Ma & Chiu, 2024). Information and communication technologies (ICT) and learning and knowledge technologies (LKT) offer valuable resources that support self-perceived learning through interactive platforms that encourage active student participation (Samoylenko et al., 2022). However, despite many universities implementing digital strategies, challenges persist in their effective application (Castro et al., 2020). When combined with well-structured pedagogical approaches, digital tools can significantly enhance student engagement, which has been linked to increased motivation, academic achievement, retention, and overall course satisfaction (Reeve & Lee, 2014; Bonet & Walters, 2016). Thus, digital technologies should be recognized as catalysts for more dynamic and interactive learning experiences, applicable to both online and traditional classroom settings (Wekerle & Kollar, 2022). All of this is framed within the paradigm of the constructivist theory of learning (Vygotsky, 1978), in which the instructor acts as a mediator and the student plays an active, collaborative role in constructing both specific and transversal knowledge essential for their academic and professional development.
The role of digital games with educational purposes
Games serve as a pivotal instrument for the holistic development of individuals, encompassing various dimensions such as psychomotor, neurological, social-ethical, cognitive, affective-emotional, and educational transfer (Larson, 2020; Wadley & Stagnitti, 2020). The act of playing facilitates exploration of the surrounding environment, problem-solving, experimentation with new ideas, and self-discovery, positioning play as a universal language for learning (Hutt et al., 2022). Games offer diverse frameworks to ensure motivation, allowing players to experience graceful failures, learn from mistakes, and retry.
Empirical research and pedagogical practices have demonstrated the efficacy of games as tools for innovation in higher education (Chang et al., 2020; Troussas et al., 2020; Chen, 2023; Rodríguez-Ferrer et al., 2023). Studies by Dahalan et al. (2023) and Liu et al. (2020) indicate that games enhance attention to content, motivation, and learning efficiency, among other aspects. Consequently, the Game-Based Learning (GBL) methodology is advocated for cultivating 21st -century skills by creating enriched learning environments and educational resources that enable learners to engage in projects and activities fostering knowledge discovery, application, and development (Bakhsh et al., 2022). Globally, educators recognize GBL as an effective methodology that centers the student in the teaching and learning process, promoting active learner engagement and meaningful, competent learning (Fernandez-Raga et al., 2023; Pineda-Martinez et al., 2023). GBL environments enhance knowledge and skill acquisition through game content and playfulness, involving problem-solving spaces and challenges that provide a sense of accomplishment (Wardoyo et al., 2021). This methodology allows students to work towards goals, make choices, and experience the consequences in a safe, engaging environment, facilitating experimentation. The learning pace is tailored to students' needs, enabling easy transfer of learning to real-world contexts (Trybus, 2015). Gentile et al. (2014) identified three key elements in the GBL model: challenge, response, and feedback, forming a continuous loop of learning.
Digital games, a prevalent leisure activity among youth and adults, have garnered attention from researchers and educators for their potential to promote networked and autonomous learning, motivate new generations, and engage them in their educational journey (Shohel et al., 2022; Udeozor et al., 2022). Nearpod, an interactive learning platform, significantly enhances student interaction through features such as polls, quizzes, interactive videos, and collaborative tasks (Dong et al., 2018; Sarginson & McPherson, 2021). Described by Hakami (2020) as a web-based learning application that manages interactivities during learning experiences, this platform supports both synchronous and asynchronous learning environments, facilitating the transition from lecture-based instruction to individual or group activities (Pérez, 2017). Research by Ríos-Zaruma et al. (2019) demonstrated that Nearpod fosters active and collaborative learning between teachers and students, effectively enhancing student interaction, engagement, and real-time assessment while McClean and Crowe (2017) highlighted its role in enhancing classroom dynamics. Additionally, Albdullah et al. (2022) identified Nearpod as an efficient tool for boosting students' motivation and interest, leading to improved academic performance. Upon session completion, Nearpod generates comprehensive reports detailing all activities, including student responses, scores, participation levels, and interactions (Burton, 2019). Despite its advantages, Nearpod has certain limitations, such as restricted cloud storage that limits the use of long videos and the absence of a comprehensive guidebook to facilitate its use (Albdullah et al., 2022).
Quizizz is an innovative online multiplayer game designed to create and manage quizzes in an engaging and interactive manner. Educators can craft various question types, including multiple-choice and true/false, which students can respond to using mobile devices, computers, or tablets. The platform is equipped with robust result analysis tools, enabling teachers to effectively evaluate student performance. Quizizz significantly enhances the learning experience by making it more enjoyable, with music, pictures, avatars and motivational memes which can have a positive impact on students’ learning outcomes (Handayani et al., 2024). It also provides a collaborative learning environment, thereby promoting student engagement and participation (Carrión, 2022; Páez-Quinde et al., 2022). Quizizz has been proven as an effective digital game in educational settings. Sitompul et al. (2023) found that the use of Quizizz in higher education significantly increased student engagement and self-confidence, Janković and Lambić (2022) demonstrated that students preferred Quizizz over other digital games like Kahoot! due to its user-friendly interface and engaging features. In addition, Katemba and Sinuhaji (2021) utilized Quizizz to teach English as a foreign language (EFL) vocabulary, demonstrating significant quantitative differences between the control and experimental groups in terms of vocabulary acquisition and usage.
Enhancing learning through digital platforms
Interactive platforms represent a dynamic convergence of technology and pedagogy, offering engaging and effective learning experiences. Educational digital platforms provide unparalleled accessibility and flexibility, enabling students to engage with course materials at any time and from any location as long as they have an internet connection. This flexibility is particularly advantageous for non-traditional students, such as working professionals and those with family commitments, who may find it challenging to attend traditional in-person classes. According to Allen and Seaman (2017), online learning platforms have significantly increased enrollment in higher education by making education more accessible. Genially, Prezi, and Canvas are examples of digital interactive platforms that allow students to access lectures, multimodal information and assignments at their convenience, accommodating diverse schedules and learning paces. This personalized approach enhances learning efficiency and outcomes by ensuring that students receive targeted support and resources. Pugliese (2016) demonstrated that adaptive learning platforms significantly improve student performance by customizing learning pathways based on real-time data. Furthermore, digital platforms facilitate cohesive and flexible blended learning, combining face-to-face instruction with online components.
Prezi is a tool that enables users to create, deliver, and store online presentations (Ustun, 2019). It offers a large blank workspace where users can incorporate a wide range of components, with its zooming feature being particularly notable (Settle et al., 2011). This zooming capability creates a sense of movement effect, presenting concepts, ideas, and connections by integrating texts, images, audio, animations, and videos in an animated virtual space (Moulton et al., 2017). Strasser (2014) categorized the benefits of Prezi into four areas: i) creativity in designing dynamic and attractive presentations; ii) relationships, allowing users to make conceptual connections between different parts of the presentation and the topic itself; iii) visualization, enabling customization with various fonts, colors, and visual aids; and iv) collaboration, facilitating synchronous or asynchronous collaborative work and easy sharing with other users. Research has shown improvements in academic performance when employing Prezi compared to traditional teaching methods (Al-Hammouri, 2018; Mokhtari, 2021).
Genially captures students' attention through customizable designs (Tapia-Machuca et al., 2020) and provides memorable educational experiences (Tutillo-Piña et al., 2020). By incorporating creative and dynamic elements, Genially engages users through exploration and discovery, enhancing content retention (Domínguez-Parrales, 2024). Cabrera-Solano (2022) demonstrated improvements in academic performance among university students using Genially, particularly in EFL grammar and vocabulary mastery. Also, Castillo-Cuesta (2022) reported significant differences and higher academic scores in EFL reading and writing when Genially was utilized.
The use of digital platforms and digital game-based resources can enhance students' ESP learning, fostering the development of students’ communicative competence to fulfil future professional endeavors in the digital era. Empirical studies have consistently demonstrated the positive impact of digital resources on learning outcomes.
Objectives
The primary aim of this study is to evaluate students’ self-perception of their ESP learning process through the integration of digital resources in natural face-to-face classroom settings among university students. Previous research has demonstrated the positive impact of digital resources on learning outcomes and academic performance (Alenezi, 2023; Alshammary & Alhalafawy, 2022; Candel et al., 2024; Chaves-Yuste & de-la-Peña, 2025). In this study, self-perception is assessed through multiple-choice academic tests administered at the end of each session, alongside a final questionnaire designed to capture students' self-perception of their Tourism ESP learning process. The main research question of this study is: Are there differences between university students who perceive better their learning thanks to the use of digital resources employed in the classroom (very high self-perception) and those who perceive otherwise (very low self-perception)?
The objective is to evaluate the effect of digital resources on students' perception of information during lessons, differentiating between those who perceive their learning process well and those who do not. Specifically, the study seeks:
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To analyze differences in academic performance between those students who perceive their learning process very well and those who do not.
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To examine differences in self-perception of their learning between these two groups.
Based on the literature review and defined objectives, the following hypotheses are proposed:
Hypothesis 1
Academic performance, when utilizing digital resources, is significantly higher when students perceive their learning process very well compared to those who do not.
Hypothesis 2
The self-perception of learning, when digital resources are employed, is significantly higher among students who already exhibit a very high self-perception.
The findings of this study will allow for a deeper understanding of whether digital resources improve their self-perception of their learning process for both groups of students—those who perceive their learning very well and those who do not. A deeper examination of the differences between these two groups regarding academic performance and learning self-perception will inform the development of methodological strategies aimed at optimizing the learning experiences of all students.