The purpose of this study is to explore the use of gamification in English language teaching.We intend to investigate what aspects of gamification are commonly used to support studentsin English language development and how teachers can use these elements in an educationalcontext. The present study proves that student motivation and participation increased whilebeing exposed to gamification aspects in educational context. Gamification is shown to be aflexible tool in language education - however, the capacity of what it can be used for isdependent upon the competence of the teacher. The study of gamification in this contextproves that the most used gamification aspects are pointification, leaderboards, and badges.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hh-43903 |
Date | January 2021 |
Creators | Muskovic, Max, Sukic, Anes |
Publisher | Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, -, - |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
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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