Use of gamification in english learning in higher education: a systematic review
Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and...
| Autores: | , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/388021 |
| Acceso en línea: | https://hdl.handle.net/2117/388021 https://dx.doi.org/10.3926/jotse.1740 |
| Access Level: | acceso abierto |
| Palabra clave: | Gamification English language -- Study and teaching English learning Learning experience Learning outcomes Systematic review Ludificació Anglès -- Ensenyament Àrees temàtiques de la UPC::Ensenyament i aprenentatge::Material didàctic |
| Sumario: | Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using gamification. For this study, 18 articles published between 2014 and March 2021 were analyzed to highlight the key characteristics of this research topic. Studies have demonstrated the positive effects of gamification on English as a Foreign Language Educational Experiences from University Learners. In gamified English learning environments, pleasantness, attractiveness, motivation, and enjoyment were all desirable qualities. Gamification’s intended learning goals were language content learning, involvement, motivation, and satisfaction. This study’s findings include recommendations for the design of digital gamification for the English learning of students, as well as their perspectives and corresponding learning achievements |
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