In a world where gamification is increasingly prevalent, Dungeons & Dragons is a vast, seemingly untapped arena into which students in an EFL classroom could potentially venture. By exploring the various applications of the hugely popular tabletop role-playing game, there are several aspects in which students and teachers can explore in order to find practical as well as theoretical uses for a role-playing game of this size and scope. This study has discussed and analyzed the benefits and drawbacks of implementing Dungeons & Dragons in the EFL classroom through mental imagery and immersion as an effective teaching tool. The implementation of D&D in an EFL classroom is achievable through scaffolding and preparation. This study has also discussed the gamification aspects of the EFL classroom and the game specific areas of game-based pedagogy.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:lnu-125179 |
Date | January 2023 |
Creators | Nilsson, Fredrik |
Publisher | Linnéuniversitetet, Institutionen för språk (SPR) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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