Research

Beyond Gamification: Classcraft As An Engagement Tool in the Teaching of English as a Second

Beyond Gamification: Classcraft As An Engagement Tool in the Teaching of English as a Second

Beyond Gamification: Classcraft As An Engagement Tool in the Teaching of English as a Second

Beyond Gamification: Classcraft As An Engagement Tool in the Teaching of English as a Second Language

Verónica Membrive, & Madalina Armie

Abstract

"The educational use of gamification in class has been widely explored by research. Deterding (2012), Cronk (2012), or Stott and Neustaedter (2013), are only some of the experts on the field that have established in their theorizations a direct relationship between gamification and higher levels of motivation and engagement of students regardless their educational levels. When teaching English as a second language, gamification becomes a key factor to provide dynamism to lessons and to foster the consolidation of the contents taught in class. Moreover, gamification not only promotes the assimilation of vocabulary and grammar (Abrams & Walsh, 2014), but also the improvement of oral and written comprehension and production (Mazur, Rzepka & Araki, 2011; Grouling, Hedge & Schweigert, 2014). The extensive use of new technologies in class nowadays has proved to be very useful for the implementation of the methodology on gamification. One of the tools that have got the attention of educators in recent years is Classcraft, an online virtual game based on digital storytelling in which students and educators can interact with a two-fold purpose: to promote participation in class, and to propose activities for the learning and consolidation of contents. This paper aims at explaining and assessing the use of Classcraft as a successful technology-based collaborative learning tool in a course on English as a Second Language at university level. The following pages are to provide an explanation for the design and implementation of Classcraft in a group of 35 students with a B2 level according to the CEFRL, for a course on English for Specific Purposes (Academic English) at a Spanish University for one semester. Classcraft has been used here to increase motivation and attention in the classroom, to promote students’ participation as well as their ability to work in groups, solve challenges, while encouraging the develop."

Reference

Membrive, V., & Armie, M. BEYOND GAMIFICATION: CLASSCRAFT AS AN ENGAGEMENT TOOL IN THE TEACHING OF ENGLISH AS A SECOND LANGUAGE. http://end-educationconference.org/wp-content/uploads/2020/06/2020end016.pdf

Keywords

Gamification, classcraft, motivation, ESL, methodology