Analogue Gamification Concept in Motivating Pupils for English Language Learning Engagement
Keywords:
gamified learning, game elements, motivation, engagement, ESLAbstract
It is difficult for English language instructors to provide a fun and conducive environment to ensure student participation. As the current younger generation prefers gamified learning over traditional methods, it is an additional responsibility for educators to cater to students' needs and transform the classroom into a more learner-centred lesson. This study proposes an analogue gamification concept implemented in English language lessons to elevate young learners' motivation and engagement. The study presents the theories that can set a strong foundation and guide language teachers to assist with gamified lessons. The game elements in analogue gamification effectively serve the purpose alongside suitable methods and tools. The presence of technology also plays a role in gamification. The integration of gamification in the delivery of lessons is deemed successful in keeping young learners committed and stimulated to acquire knowledge. However, there are obstacles to the merging of both components. Moreover, it also depends on the content mastery of the educator's ability to amend learning materials to suit the teaching strategy or technique without compromising its credibility.
References
Abusa’aleek, R. A. & Baniabdelrahman, A. A. (2020). The Effect of Gamification on Jordanian EFL Sixth Grade Students’ Reading Comprehension. International Journal of Education and Training (InjET), 6(1), 1-11.
Acosta-Medina, J. K., Torres-Barreto, M. L., & Cárdenas-Parga, A. F. (2021). Students’ preference for the use of gamification in virtual learning environments. Australasian Journal of Educational Technology, 37(4). 145-158. https://doi.org/10.14742/ajet.6512.
Aini, W. N. (2013). Instructional media in teaching English to young learners: A case study in elementary schools in Kuningan. Journal of English and Education, 1(1), 196-205.
Ajzen, I. (1993). Attitude theory and the attitude-behavior relation. New directions in attitude measurement, 41-57.
Alsawaier, R. (2017). The Effect of Gamification on Motivation and Engagement. International Journal of Information and Learning Technology. 35(1), 56-79. http://10.1108/IJILT-02-2017-0009.
Anak Yunus, C. C., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. Journal of Education and E-Learning Research, 8(1), 103–108. https://doi.org/10.20448/journal.509.2021.81.103.108
Buchner, J., & Zumbach, J. (2018). Promoting intrinsic motivation with a mobile augmented reality learning environment. In I. A. Sanchez & P. Isaias (Eds.), Proceedings of the 14th International Conference Mobile Learning 2018 (pp. 55–61). International Assn for Development of the Information Society (IADIS). https://doi.org/10.1016/j.compedu.2012.03.002.
Chapman, J. R. & Rich, P. J. (2018) Does educational gamification improve students’ motivation? If so, which game elements work best? Journal of Education for Business, 93(7), 315-322. https://doi.org/10.1080/08832323.2018.1490687.
Darling-Hammond, L. (2008). Teacher learning that supports student learning. Teaching for Intelligence, 2(1), 91-100.
Ebrahimzadeh, M., & Alavi, S. (2017). The effect of digital video games on EFL students’ language learning motivation. Teaching English with Technology, 17(2), 87-112.
Filippou, J., Cheong, C., & Cheong, F. (2018). A model to investigate preference for use of gamification in a learning activity. Australasian Journal of Information Systems, 22, 1-23. https://doi.org/10.3127/ajis.v22i0.1397.
Flores, J. F. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review, 27(21), 32-54.
George, A., & Humphrey, O. O. (2021). An examination of application of Vroom’s expectancy theory in the State Civil Service Commission South-South Nigeria. British Journal of Management and Marketing Studies, 4(2), 1-8.
Ghavifekr, S., Kunjappan, T., Ramasamy, L., & Anthony, A. (2016). Teaching and Learning with ICT Tools: Issues and Challenges from Teachers’ Perceptions. Malaysian Online Journal of Educational Technology, 4(2), 38-57.
Guerriero, S. (2014). Teachers’ pedagogical knowledge and the teaching profession. Teaching and Teacher Education, 2(1), 7.
Hanif Al Fatta, Zulisman Maksom & Mohd HafizZakaria. (2019). Game-based Learning and Gamification: Searching for Definitions. International Journal of Simulation: Systems, Science & Technology. 19(1), 41.1-41.5. http://10.5013/IJSSST.a.19.06.41.
Hashim, H., M. Rafiq, K. R., & Yunus, M. M. (2019). Improving ESL Learners’ Grammar with Gamified-Learning. Arab World English Journal (AWEJ), Spe(5), 41-50. https://doi.org/10.24093/awej/call5.4.
Hill, H. C., Rowan, B., & Ball, D. L. (2005). Effects of teachers’ mathematical knowledge for teaching on student achievement. American Educational Research Journal, 42(2), 371-406.
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J. & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educational Technology Research and Development, 68(4), 1875-1901. https://doi.org/10.1007/s11423-020-09807-z
Hussein, B. (2015). A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway. Education Sciences, 5(2), 104-125.
Idemobi, E. I. (2010). Theory and Practice of Management. Gostate Printing and Pub. Co. Ltd.
Idris, M. I., Said N. E. M. & Tan, K. H. (2020). Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom, International Journal of Learning, Teaching and Educational Research, 19(5), 13-26, https://doi.org/10.26803/ijlter.19.5.2
Kultsum, U. (2017). The Concept of Pedagogical Content Knowledge (PCK): Recognizing the English Teachers’ Competences in Indonesia. Advances in Social Science, Education and Humanities Research, 134, 55-59. https://dx.doi.org/10.2991/icirad-17.2017.11.
Landers, R. N. (2015). Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simulation & Gaming, 1-17. https://doi.org/10.1177%2F1046878114563660.
Laskaris, J. (2014). 30 facts about gamification in e-learning. eLearning Industry. https://elearningindustry.com/30-facts-gamification-in-elearning.
Lenz, L., Stehling, V., Haberstroh, M., & Isenhardt, I. (2018). The more digital, the better? Analogue gamification in advanced blended learning environments, INTED 2018 Proceedings, 5732-5741.
Lobo-Rueba, M. Ã., Paba-Medina, M. C., & Torres-Barreto, M. L. (2020). Análisis descriptivo de experiencias gamificadas para enseñanza y aprendizaje en educación superior en ingenierÃa. Revista ESPACIOS, 41(16), 21.
Mazana, M. Y., Montero, C. S. & Casmir, R. O. (2019). Investigating Students’ Attitude towards Learning Mathematics. International Electronic Journal of Mathematics Education, 14(1), 207-231. https://doi.org/10.29333/iejme/3997
Nou, R. H. & Lynch, R. (2018). A Comparative Study of Grade 11 Students’ and Teachers’ Attitudes towards Cooperative Learning in Two International Schools in Phnom Penh. Scholar: Human Sciences, 10(2), 85-93.
Öztürk, Ç & Korkmaz, Ö (2020). The Effect of Gamification Activities on Students’ Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills. Participatory Educational Research (PER). 7(1), 1-15. http://dx.doi.org/10.17275/per.20.1.7.1
Omar, S. F., Nawi, H. S. A., Mee, R. W. M., Pek, L. S., & Shahdan, T. S. T. (2021). Readiness in using online interactive platforms for remote teaching. Indonesia Journal of Electrical Engineering and Computer Science, 24(2), 1047-1053.
Papadakis, S. (2016). Creativity and innovation in European education. 10 years eTwinning. Past, present and the future. International Journal of Technology Enhanced Learning, 8(3/4), 279-296. https://doi.org/10.1504/IJTEL.2016.10001503.
Papadakis, S., & Kalogiannakis, M. (2017, October 30–31). Using gamification for supporting an introductory programming course: The case of Classcraft in a secondary education classroom [Paper presentation]. 2nd EAI International Conference on Design, Learning, and Innovation, Heraklion, Crete, Greece. http://10.1007/978-3-319-76908-0_35.
Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2), 1-16. http://journal.acce.edu.au/index.php/AEC/article/view/110.
Qiu, C. S. (2017). The utility of gamification in public health. Indian Journal of Public Health. 61(4), 314. https://10.4103/ijph.IJPH_393_16.
Rao, R. K. (2014). Enhancing Student’s Grammar by using Games: A Practical Classroom Experience. International Journal of Academic Research, 1(3).
Ratnaningsih. S. (2016). Character Education in Primary School Students Prepare to Face Challenges of the 21st Century. Proceedings of the International Conference on Ethics in Governance (ICONEG 2016) (pp. 48-53). Atlantis Press. https://dx.doi.org/10.2991/iconeg-16.2017.12.
Siti Nurul Mahfuzah Mohamad, Sazilah Salam & Norasiken Bakar. (2017). An analysis of gamification elements in online learning engagement. In Zulikha, J & N. H. Zakaria (Eds.), Proceedings of the 6th International Conference on Computing and Informatics (pp. 452-460). Sintok: School of Computing.
Stevens, R., Cronley, T., Eckert, A., Kidd, M., Liondos, N., Newall, G., Pilkington, M., Rekic, B., & Ructtinger, L. (2018). Cultivating student engagement – Part 1. Scan, 37(9). 26-31.
Stanculescu, L. C., Bozzon, A., Sips, R. J., & Houben G. J. (2016). Work and play: An experiment in enterprise gamification. Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, ACM, 346-358.
Sun, J. C.-Y., & Hsieh, P.-H. (2018). Application of a Gamified Interactive Response System to Enhance the Intrinsic and Extrinsic Motivation, Student Engagement, and Attention of English Learners. Educational Technology & Society, 21(3), 104–116.
Ulfa, M. & Bania, A. S. (2019). EFL student’s motivation in learning English in Langsa, Aceh. Studies in English Language and Education, 6(1), 163-170. http://dx.doi.org/10.24815/siele.v6i1.12860.
Van Gaalen, A., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A., & Georgiadis, J. R. (2021). Gamification of health professions education: A systematic review. Advances in Health Sciences Education: Theory and Practice, 26(2), 683–711. https://doi.org/10.1007/s10459-020-10000-3.
Varışoğlu, B., Şeref, İ., Gedik, M., & Yılmaz, İ. (2013). The attitude scale on the educational games played in Turkish course: Validity and reliability study. Adıyaman University Institute of Social Sciences Journal Turkish Education and Training Special Volume, 6(11), 1059-1081
Woo, A., Pek, L. S., & Nawi, H. S. A. (2021). Digital Educational Divide among Low Socioeconomy Income Group: A Conceptual Model. St. Theresa Journal of Humanities and Social Sciences, 7(2), 14-28.
Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86–92. https://doi.org/10.1016/J.IHEDUC.2017.02.002
Yunus, A., Callista, C., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103-108. https://doi.org/10.20448/journal.509.2021.81.103.108.
Zainuddin, Z. & Keumala, C. M. (2021). Gamification concept without digital platforms: A strategy for parents on motivating children study at home during Covid-19 pandemic.
PEDAGOGIK: Jurnal Pendidikan, 8(1), 156-193. http://doi.org/10.33650/pjp.v8i1.2174.
Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can Games Be Motivating in Learning Grammar?. Teaching English with Technology, 16(3), 17-36.