Exploring the Perspectives of Middle School Teachers’ Towards Gamification in the EFL Context
Main Article Content
Keywords
ICT, Gamification, digital gamification, Algerian EFL teachers, MAXQDA
Abstract
The current paper looks at investigating middle school teachers’ perspectives towards gamification in the EFL context in Algeria. To this end, the study explores the potential of incorporating digital gamification in EFL teaching with a focus on teachers’ implementation of Gamification in the classroom context. In order to gain a clearer understanding of the phenomenon, the researcher adopted qualitative research using a semi-structured interview. The participants were a total of 11 EFL teachers from various middle schools in Mostaganem – Algeria. The interviewees were selected based on their use of digital technology and game-based teaching methods. The collected data was thematically analyzed using MAXQDA software, employing a descriptive analysis approach. After the analysis, the findings show that teachers frequently incorporate ICT-based and game-based lessons into their teaching practices. Additionally, in accord with their responses, teachers have a clear notion of gamified teaching and learning. However, they lack the necessary expertise to effectively implement gamification. Being a novelty in the arena of language teaching, teachers call for training programs to enable them to effectively incorporate gamification in the EFL classroom. As the study concludes, it provides a clear understanding of the teachers’ standpoint regarding gamification, their openness, and readiness to adopt modern teaching methods. It also offers valuable insights into state-of-the-art teaching methods and paves the way for further considerations in gamified lesson design.
Downloads
References
Wu, M., Zhou, Y., & Li, L. (2023). The effects of a gamified online course on pre-service teachers’ confidence, intention, and motivation in integrating technology into teaching. Education and Information Technologies. Springer. doi:https://doi.org/10.1007/s10639-023-11727-3
Cojocariua V. M. & I. Boghian. (2014). Teaching the Relevance of Game-Based Learning to Preschool and Primary Teachers. Procedia. Social and Behavioral Sciences, 2.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. ELSEVIER Education& Computers.
Detering, S. D. Dixon, R. Khaled, L. Nacke. (September 2011). From Game Design Elements to Gamefulness: Defining Gamification. MindTrek’11, (pp. 9-15). Tampere, Finland.
Derakhshan, A., Salehi, D., & Rahimzadeh, M. (2015). Computer-Assisted Language Learning (Call): Pedagogical Pros and Cons. International Journal of English Language and Literature Studies, 4, 111-120.
Dicheva , D., Dichev, C., Agre, G., & Angelova, G. (July 2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society.
Groh, F. (2012). Gamification: State of the Art Definition and Utilization. Ulm University. Institute of Media Informatics, 39.
Huang, W.Y., & Soman, D. (2013). Practitioner’s Guide to Gamification in Education. Toronto: Rotman School of Management. University of Toronto.
Kabilan, M. K., Annamalai, N., & Chuah, K.M. (2023). Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Springer. Retrieved from https://link.springer.com/article/10.1007/s10639-023-11723-7
Kapp, K. (2012). Gamification of Learning and Instruction. Pfeiffer.
Kim, S, K. Song, B. Lockee, J. Burton. (2018). Gamification in Learning and Education. Switzerland: Springer.
Koehler, M. J. , P. Mishra, K. Kereluik, T. S. Shin, C. R. Graham. The technological pedagogical content knowledge framework, in Handbook of Research on Educational Communications and Technology. Springer: New York
Kim, B. (2015). Understanding Gamification. Library Technology.
Kronisch, C. (2016). Gamification, Concepts and theories. https://www.academia.edu/es/24042745/Gamification_Concepts_and_Theories
Mirani, J.I., Lohar, S.A., Jat, A.R., & Faheem, M. (2019). A Review of Computer-Assisted Language Learning (CALL): Development, Challenges, and Future Impact. Education and Linguistics Research, Vol 5. No.1
Owen, H., & Licorish, S. (2020). Game-Based Student Response System: The Effectiveness of Kahoot! on Junior and Senior Information Science Students’ Learning. Journal of Information Technology Education, 19, 511-553. doi:https://www.informingscience.org/Publications/4608
Plass, J., Homer, B., & Kinzer, C. (2015). Foundations of Game-Based Learning. Routledge. Taylor & FrancisGroup.
Prensky. (2001). The Games Generation:How Learners Have Changed. In M. Prensky, Digital Game-Based Learning (p. 10). McGraw-Hill.
Prensky, M. (2002), “Not only the lonely: implications of “social” online activities for higher education”, On the Horizon, Vol. 10 No. 4.
Sailer , M., Hense, J. U., Mayr, S. K., & Mandl, H. (2013). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. ELSEVIER, 373.
Salen , K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press.
Seaborn, K., & Fels, D. (2015). Gamification in theory and action: A survey. ELSEVIER. International Journal of Human-Computer Studies.
Xezonaki, A. (2022). Gamification in preschool science education. Advances in Mobile Learning Educational Research, Vol. 2 No. 2
Zou, B., Chen, X. & Sun, W. (2022). K-12 teachers’ perceptions of the effectiveness of online EFL teaching and learning during the COVID-19 pandemic. Journal of China Computer-Assisted Language Learning, 2(1), 45-68.
