Gamification in English Teaching and Learning

Gamification in English Teaching and Learning PDF Author: Intania Harismayanti
Publisher: Nilacakra
ISBN: 6236748446
Category : Young Adult Nonfiction
Languages : en
Pages : 189

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Book Description
In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

Gamification in English Teaching and Learning

Gamification in English Teaching and Learning PDF Author: Intania Harismayanti
Publisher: Nilacakra
ISBN: 6236748446
Category : Young Adult Nonfiction
Languages : en
Pages : 189

Get Book Here

Book Description
In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

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Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

New Technological Applications for Foreign and Second Language Learning and Teaching

New Technological Applications for Foreign and Second Language Learning and Teaching PDF Author: Kruk, Mariusz
Publisher: IGI Global
ISBN: 1799825930
Category : Education
Languages : en
Pages : 388

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Book Description
Population diversity is becoming more prevalent globally with increasing immigration, emigration, and refugee placement. These circumstances increase the likelihood that a child will be raised speaking a different language in the home than the common language used in each country. This necessitates the development of comprehensive strategies that promote second language learning through the adoption of new technological advancements. New Technological Applications for Foreign and Second Language Learning and Teaching is a scholarly publication that explores how the latest technologies have the potential to engage foreign and second language learners both within and outside the language classroom and to facilitate language learning and teaching in the target language. Highlighting a range of topics such as learning analytics, digital games, and telecollaboration, this book is ideal for teachers, instructional designers, curriculum developers, IT consultants, educational software developers, language learning specialists, academicians, administrators, professionals, researchers, and students.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 690

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Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164

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Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Teacher Training for English-Medium Instruction in Higher Education

Teacher Training for English-Medium Instruction in Higher Education PDF Author: Sánchez-Pérez, Maria del Mar
Publisher: IGI Global
ISBN: 1799823202
Category : Education
Languages : en
Pages : 447

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Book Description
English-medium instruction (EMI) has become a pervasive teaching model in recent higher education. The implementation of EMI programs requires changes in university teaching methods since most lecturers need to adapt their contents and the way they teach them to successfully work in foreign language environments. The rapid proliferation of such programs has resulted in concern among teaching staff, who have felt pushed towards teaching their subject content through a non-native language with little or no previous training. As a result, many recent studies have highlighted the importance and urgency to train teaching staff in terms of language proficiency and the appropriate teaching methods, techniques, and strategies to be applied in EMI lessons. Teacher Training for English-Medium Instruction in Higher Education is an academic research publication that provides comprehensive research on effective approaches and experiences in teacher training for EMI at universities both in terms of language skills and teaching methodologies and that analyzes the design and development of comprehensive teacher training programs that successfully engage these EMI programs. It has profound implications for the development of the international profile of higher education institutions as it provides information on how to train highly-qualified lecturers to successfully teach students from different nationalities. Featuring a wide range of topics such as assessment, curriculum design, and learning styles, this book is ideal for pre- and in-service teachers, language specialists, content specialists, administrators, deans, higher education faculty, researchers, practitioners, curriculum designers, policymakers, academicians, and students.

Using Literature to Teach English as a Second Language

Using Literature to Teach English as a Second Language PDF Author: Membrive, Veronica
Publisher: IGI Global
ISBN: 1799846717
Category : Education
Languages : en
Pages : 267

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Book Description
Innovation has replaced stereotypical and old methods as an attempt to make English language teaching and learning appealing, effective, and simple. However, teaching a second language through literature may be a paramount tool to consolidate not only students’ lexical and grammatical competences, but also for the development of their cultural awareness and broadening of their knowledge through interaction and collaboration that foster collective learning. Despite past difficulties, literature’s position in relation to language teaching can be revendicated and revalued. Using Literature to Teach English as a Second Language is an essential research publication that exposes the current state of this methodological approach and observes its reverberations, usefulness, strengths, and weaknesses when used in a classroom where English is taught as a second language. In this way, this book will provide updated tools to explore teaching and learning through the most creative and enriching manifestations of one language – literature. Featuring a range of topics such as diversity, language learning, and plurilingualism, this book is ideal for academicians, curriculum designers, administrators, education professionals, researchers, and students.

Digital Learning and Gamification. The Usage of Duolingo for Students

Digital Learning and Gamification. The Usage of Duolingo for Students PDF Author: Ben Joy Muin
Publisher: GRIN Verlag
ISBN: 334652910X
Category : Education
Languages : en
Pages : 19

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Book Description
Seminar paper from the year 2021 in the subject Pedagogy - School Pedagogics, grade: 1,7, University of Wuppertal (Anglistik/Amerikanistik), course: Digital EFL Learning, language: English, abstract: This term paper aims to answer this question by discussing the advantages and disadvantages of Duolingo for students in schools in- and outside the classroom, while also analyzing the gamified mechanics of the application, as they are a core element of the learning experience. Structurally, this paper first looks at the topic of gamification. Secondly, Duolingo and its gamified mechanics are introduced, followed by an analysis of how well the app is suited for students, discussing advantages and disadvantages. Lastly, a summary of the findings and a conclusion will be presented. In recent years, language learning apps have become increasingly popular. Due to the omnipresence of smartphones, it has become easier than ever to start learning a new language just by downloading an application. An important reason, why these "apps" have turned the otherwise tedious task of language learning into a popular free time activity is their ease of use. Many of these apps are relying on gamified mechanics, which can make the process of language learning generally more fun, keeping learners engaged and motivated. Especially the language learning program "Duolingo" relies heavily on gamification, which might be one of the reasons why Duolingo is one of the most popular language-learning applications. However, even with its popularity, is Duolingo also the best-suited language learning app for all learners?

Gameful Second and Foreign Language Teaching and Learning

Gameful Second and Foreign Language Teaching and Learning PDF Author: Jonathon Reinhardt
Publisher: Springer
ISBN: 3030047296
Category : Language Arts & Disciplines
Languages : en
Pages : 311

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Book Description
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Practical Perspectives on Educational Theory and Game Development

Practical Perspectives on Educational Theory and Game Development PDF Author: Marzullo, Fabio Perez
Publisher: IGI Global
ISBN: 1799850226
Category : Education
Languages : en
Pages : 252

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Book Description
The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.