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Werewolf in Class: A Gamification Experience in ESL
Date Issued
2024
Author(s)
Hafiz Alfikri Bin Amri
Amirah Syamimi Binti Abd Rahman
Sherliaty Saad
Abstract
English has established itself as a global lingua franca, utilized to interact with people of diverse nationalities and cultural backgrounds all over the world. In Malaysia, the Ministry of Education (Kementerian Pendidikan Malaysia) has established in national policy that English is an official language status for a second language, requiring its inclusion in all institutions' curricula. Although the use of technology in educational settings makes a substantial contribution to teaching English as a second language, traditional teaching methods remain prominent and are used in every institution. Hence, this study aimed to investigate the perspectives and experiences of gamification in ESL classes. This study will use a quantitative survey of students to gather information about the significance and effectiveness of gamification in ESL classes. A convenience sample method will be used to choose learners in tertiary-level institutions in Malaysia for this research. The findings are subsequently analyzed using descriptive analysis. The study's findings will provide significant insight into the use of gamification in ESL classes, as well as contribute to the literature on the evolution of gamification as an innovative teaching approach in ESL.
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Werewolf in Class A Gamification Experience in ESL.pdf
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