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Engaging English Language Learners through Gamification and Serious Games

Journal: International Journal of English, Literature and Social Science (Vol.9, No. 6)

Publication Date:

Authors : ;

Page : 021-027

Keywords : Engaging English Language Learners; Gamification; Serious Games; SWOT Analysis; Teaching English;

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Abstract

This project investigates the creative blending of gamification and serious games in a way that encourages ELL engagement in the classroom. Such a belief exists that teachers can create a good learning environment that fosters the acquisition of language, as well as the active engagement of pupils, by tapping into elements of game design to foster community among learners. The current study provides a taxonomy of the key benefits and drawbacks in applying serious games and gamification for teaching English. By considering the SWOT analysis of the application of the two singular, game-based approaches to learning a language like English, student opinions are gathered by using the Delphi method. This study produced an ordered list of critical adoption and entry factors to consider while gamifying the process of learning English. Discussion of these problems led us to identify other elements. We then proceed to discuss the importance and implications of the potential and difficulties associated with gamification and serious games in the context of our results.

Last modified: 2024-11-12 13:42:54