Title of article
Role of Gamifcation in Doing Homework by Iranian EFL Learners
Author/Authors
Panahandeh, Mehrnoosh Islamic Azad University, E-Campus , Chalak, Azizeh English Department - Islamic Azad University - Isfahan Branch, Isfahan, Iran
Pages
17
From page
79
To page
95
Abstract
Gamification is the process of integrating games digitally to motivate people to achieve their goals. It could be employed in educational settings to maximize the enjoyment and engagement of learners
and inspire them to continue learning. This paper addresses the design
and implementation of Gamification as a tool for doing homework by
Iranian EFL learners. Two groups of 30 male and female students were
chosen for experimenting using Kahoot. Both groups take a pre-test
as the treatment. The control group does their homework conventionally, but the experimenting group does it by Kahoot. At the end of the
term, both groups take a post-test. The experimenting group receives
a gaming survey, in which 10 English instructors are asked to complete
an attitude survey to investigate their attitudes toward using Gamification. The T-test formula used in the experiment analyzes the results of
the pre-test and post-test. The results revealed that the experimenting
group outperformed the control group. Using Gamification increased
the learners’ motivation, and the instructors welcomed the use of this
method. In conclusion, it is stated in this article that using Gamification
can be useful in teaching English to Iranian EFL adults
Keywords
Attitude , game , gamification , homework , kahoot , motivanon
Journal title
Journal of Studies in Learning and Teaching English
Serial Year
2020
Record number
2629871
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