Gamifying ESL Classrooms through Gamified Teaching and Learning

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Title: Gamifying ESL Classrooms through Gamified Teaching and Learning
Language: English
Authors: Yaccob, Nur Syafiqah (ORCID 0000-0002-5935-9793), Rahman, Siti Fatimah Abd (ORCID 0000-0002-1777-3777), Mohamad, Syamsul Nor Azlan, Rahim, Azwin Arif Abdul, Rashid, Khadijah Khalilah Abdul, Aldaba, Abdulmajid Mohammed Abdulwahab, Yunus, Melor Md (ORCID 0000-0001-7504-7143), Hashim, Harwati (ORCID 0000-0002-8817-427X)
Source: Arab World English Journal. Jul 2022 (8):177-191.
Availability: Arab World English Journal. 10602 Davlee Lane, Richmond, Texas, 77407. e-mail: editor@awej.org; e-mail: info@ASELS.org; Web site: https://awej.org/
Peer Reviewed: Y
Page Count: 15
Publication Date: 2022
Document Type: Journal Articles
Information Analyses
Reports - Descriptive
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games, Gamification, Learner Engagement, Self Determination, Competition
ISSN: 2229-9327
Abstract: Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games are employed in lessons to instil anticipation for language learning. However, the concerns are how gamified learning is applied in English as a Second Language (ESL) lessons and the factors assisting students' meaningful English learning. Therefore, this paper, based on the review of past literature, explores the application of gamification or gamified learning in ESL teaching and learning. Based on the review, the researchers highlighted that motivation, engagement, and competition in learning through a gamification approach could assist students' meaningful ESL learning. It is found that gamification has its own motivation structure to arouse students' active participation. The elements in games that enhance students' engagement might improve students' learning. Although competition naturally arouses students' participation during ESL lessons, the findings indicated the need to create a safe environment to prevent students from feeling demotivated. This review paper contributes to the literature surrounding gamified ESL lessons.
Abstractor: As Provided
Entry Date: 2023
Accession Number: EJ1362665
Database: ERIC
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  Data: Gamifying ESL Classrooms through Gamified Teaching and Learning
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  Data: <searchLink fieldCode="AR" term="%22Yaccob%2C+Nur+Syafiqah%22">Yaccob, Nur Syafiqah</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-5935-9793">0000-0002-5935-9793</externalLink>)<br /><searchLink fieldCode="AR" term="%22Rahman%2C+Siti+Fatimah+Abd%22">Rahman, Siti Fatimah Abd</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-1777-3777">0000-0002-1777-3777</externalLink>)<br /><searchLink fieldCode="AR" term="%22Mohamad%2C+Syamsul+Nor+Azlan%22">Mohamad, Syamsul Nor Azlan</searchLink><br /><searchLink fieldCode="AR" term="%22Rahim%2C+Azwin+Arif+Abdul%22">Rahim, Azwin Arif Abdul</searchLink><br /><searchLink fieldCode="AR" term="%22Rashid%2C+Khadijah+Khalilah+Abdul%22">Rashid, Khadijah Khalilah Abdul</searchLink><br /><searchLink fieldCode="AR" term="%22Aldaba%2C+Abdulmajid+Mohammed+Abdulwahab%22">Aldaba, Abdulmajid Mohammed Abdulwahab</searchLink><br /><searchLink fieldCode="AR" term="%22Yunus%2C+Melor+Md%22">Yunus, Melor Md</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7504-7143">0000-0001-7504-7143</externalLink>)<br /><searchLink fieldCode="AR" term="%22Hashim%2C+Harwati%22">Hashim, Harwati</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8817-427X">0000-0002-8817-427X</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Arab+World+English+Journal%22"><i>Arab World English Journal</i></searchLink>. Jul 2022 (8):177-191.
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  Data: Arab World English Journal. 10602 Davlee Lane, Richmond, Texas, 77407. e-mail: editor@awej.org; e-mail: info@ASELS.org; Web site: https://awej.org/
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  Data: 15
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  Data: <searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Instruction%22">Second Language Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Determination%22">Self Determination</searchLink><br /><searchLink fieldCode="DE" term="%22Competition%22">Competition</searchLink>
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  Data: Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games are employed in lessons to instil anticipation for language learning. However, the concerns are how gamified learning is applied in English as a Second Language (ESL) lessons and the factors assisting students' meaningful English learning. Therefore, this paper, based on the review of past literature, explores the application of gamification or gamified learning in ESL teaching and learning. Based on the review, the researchers highlighted that motivation, engagement, and competition in learning through a gamification approach could assist students' meaningful ESL learning. It is found that gamification has its own motivation structure to arouse students' active participation. The elements in games that enhance students' engagement might improve students' learning. Although competition naturally arouses students' participation during ESL lessons, the findings indicated the need to create a safe environment to prevent students from feeling demotivated. This review paper contributes to the literature surrounding gamified ESL lessons.
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  Data: 2023
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  Data: EJ1362665
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      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 15
        StartPage: 177
    Subjects:
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Instruction
        Type: general
      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: Gamification
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      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Self Determination
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      – SubjectFull: Competition
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      – TitleFull: Gamifying ESL Classrooms through Gamified Teaching and Learning
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