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...

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Detalles Bibliográficos
Autores: Laura de la Cruz, Kevin Mario, Noa Copaja, Stefany Juliana, Turpo Gebera, Osbaldo, Montesinos Valencia, Cecilia Claudia, Bazán Velásquez, Silvia Milagritos, Pérez Postigo, Gerber Sergio
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
Descripción
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